Model Effects
Model effects apply visual shader modifications to entity models, creating effects like freezing, burning, poisoning, and highlighting. They animate color transitions, add bloom highlights, and apply post-processing to models.
Asset Location
Section titled “Asset Location”DirectoryAssets/Server/Entity/ModelVFX/
DirectoryStatus Effects/
- Burn.json
- Freeze.json
- Poison.json
- Stoneskin.json
- Death.json
DirectoryItem Rarity/
- Drop_Legendary.json
- Drop_Epic.json
- Drop_Rare.json
- Drop_Uncommon.json
DirectoryWeapon Abilities/
- Dagger_Dash.json
- Dagger_Signature.json
- Mace_Signature.json
- Sword_Signature_Status.json
- Bow_Signature_Status.json
- Crossbow_Signature_Status.json
DirectorySpecial/
- Creative.json
- Creative_Tool.json
- Intangible.json
- Intangible_Dark.json
- Portal_Teleport.json
- Trinket.json
- Trinket_Empowered.json
ModelVFX Schema
Section titled “ModelVFX Schema”Core Properties
Section titled “Core Properties”| Field | Type | Description |
|---|---|---|
SwitchTo | string | Target effect mode |
EffectDirection | string | Direction of effect animation |
AnimationDuration | float | Duration in seconds |
AnimationRange | object | Range of animation coverage {X, Y} |
HighlightColor | string | Highlight edge color (hex) |
HighlightThickness | float | Width of highlight edge |
UseBloomOnHighlight | bool | Enable bloom on highlight |
PostColor | string | Final tint color (hex) |
PostColorOpacity | float | Opacity of post-color (0-1) |
Noise Properties
Section titled “Noise Properties”| Field | Type | Description |
|---|---|---|
NoiseScale | object | Noise texture scale {X, Y} |
NoiseScrollSpeed | object | Noise scroll velocity {X, Y} |
UseProgessiveHighlight | bool | Enable progressive highlight |
Animation Properties
Section titled “Animation Properties”| Field | Type | Description |
|---|---|---|
CurveType | string | Animation easing curve |
LoopOption | string | Loop behavior |
Effect Modes
Section titled “Effect Modes”SwitchTo Values
Section titled “SwitchTo Values”| Mode | Description |
|---|---|
Disappear | Disappear/dissolve effect (default) |
PostColor | Apply post-processing color tint |
Distortion | Visual distortion effect |
Transparency | Transparency/fade effect |
Effect Direction Values
Section titled “Effect Direction Values”| Direction | Description |
|---|---|
None | No directional animation (default) |
BottomUp | Effect animates from bottom to top |
TopDown | Effect animates from top to bottom |
ToCenter | Effect animates inward toward center |
FromCenter | Effect animates outward from center |
Loop Options
Section titled “Loop Options”| Option | Description |
|---|---|
PlayOnce | Play animation once (default) |
Loop | Continuously repeat animation |
LoopMirror | Loop with alternating forward/reverse playback |
Curve Types
Section titled “Curve Types”| Curve | Description |
|---|---|
Linear | Linear interpolation (default) |
QuartIn | Quartic ease-in animation |
QuartOut | Quartic ease-out animation |
QuartInOut | Quartic ease-in-out animation |
Status Effect Examples
Section titled “Status Effect Examples”Freeze Effect
Section titled “Freeze Effect”Creates a crystalline ice overlay with cyan/white tint.
{ "SwitchTo": "PostColor", "EffectDirection": "BottomUp", "AnimationDuration": 0.7, "AnimationRange": { "Y": 0.58 }, "HighlightColor": "#84ceff", "UseBloomOnHighlight": false, "NoiseScale": { "X": 200.0, "Y": 250.0 }, "PostColorOpacity": 1.0, "UseProgessiveHighlight": true, "NoiseScrollSpeed": { "Y": -0.1, "X": 0.02 }, "PostColor": "#e3fbff", "HighlightThickness": 1.0}Key features:
- Cyan highlight (
#84ceff) with icy post-color (#e3fbff) - High noise scale - Creates crystalline texture
- Progressive highlight - Gradual frost effect
- Slow scroll - Subtle shimmer animation
Burn Effect
Section titled “Burn Effect”Creates a charred appearance with orange glow.
{ "SwitchTo": "PostColor", "EffectDirection": "BottomUp", "AnimationDuration": 6.0, "AnimationRange": { "Y": 1.0 }, "HighlightColor": "#ff9021", "HighlightThickness": 0.3, "UseBloomOnHighlight": true, "NoiseScale": { "X": 29.0, "Y": 25.0 }, "PostColor": "#171313", "PostColorOpacity": 0.792, "UseProgessiveHighlight": true}Key features:
- Orange highlight with bloom - Glowing ember effect
- Dark post-color (
#171313) - Charred appearance - Long duration (6s) - Gradual burn progression
- Full range (
Y: 1.0) - Covers entire model
Poison Effect
Section titled “Poison Effect”Creates a sickly green overlay.
{ "SwitchTo": "PostColor", "EffectDirection": "BottomUp", "AnimationDuration": 6.0, "AnimationRange": { "Y": 1.0 }, "HighlightColor": "#33aa33", "HighlightThickness": 0.3, "UseBloomOnHighlight": true, "NoiseScale": { "X": 29.0, "Y": 25.0 }, "PostColor": "#082008", "PostColorOpacity": 0.792, "UseProgessiveHighlight": true}Similar to burn but with green tones for poison effect.
Stoneskin Effect
Section titled “Stoneskin Effect”Creates a rocky/petrified appearance.
{ "SwitchTo": "PostColor", "EffectDirection": "BottomUp", "AnimationDuration": 0.7, "AnimationRange": { "Y": 0.58 }, "HighlightColor": "#72745e", "UseBloomOnHighlight": false, "NoiseScale": { "X": 200.0, "Y": 250.0 }, "PostColorOpacity": 1.0, "UseProgessiveHighlight": true, "NoiseScrollSpeed": { "Y": -0.1, "X": 0.02 }, "PostColor": "#888c8d", "HighlightThickness": 1.0}Key features:
- Gray/brown tones - Rocky texture
- No bloom - Solid stone appearance
- High noise - Rough surface texture
Item Rarity Effects
Section titled “Item Rarity Effects”Legendary Drop
Section titled “Legendary Drop”Creates a glowing golden highlight for legendary items.
{ "SwitchTo": "PostColor", "PostColorOpacity": 0.0, "NoiseScale": { "X": 1.0, "Y": 1.0 }, "AnimationDuration": 1.0, "EffectDirection": "BottomUp", "AnimationRange": { "Y": 1.0 }, "UseBloomOnHighlight": true, "HighlightThickness": 5.0, "HighlightColor": "#ffdb91", "LoopOption": "Loop"}Key features:
- Thick highlight (5.0) - Prominent glow
- Golden color (
#ffdb91) - Bloom enabled - Bright shine
- Looping - Continuous effect
- No post-color - Preserves original model colors
Weapon Ability Effects
Section titled “Weapon Ability Effects”Dagger Dash
Section titled “Dagger Dash”Quick transition effect for dash abilities.
{ "SwitchTo": "PostColor", "EffectDirection": "BottomUp", "AnimationDuration": 0.4, "NoiseScale": { "X": 20.0, "Y": 20.0 }, "PostColorOpacity": 0.304, "CurveType": "QuartOut", "HighlightThickness": 0.0, "UseBloomOnHighlight": false, "HighlightColor": "#8ea1aa", "PostColor": "#a7e8ff"}Key features:
- Fast animation (0.4s)
- Eased curve (QuartOut) - Smooth finish
- No highlight - Just color tint
- Light blue tint - Ethereal dash effect
Intangible
Section titled “Intangible”Ghost-like transparency effect.
{ "SwitchTo": "PostColor", "EffectDirection": "BottomUp", "AnimationDuration": 0.4, "NoiseScale": { "X": 20.0, "Y": 20.0 }, "PostColorOpacity": 0.304, "CurveType": "QuartOut", "HighlightThickness": 0.0, "UseBloomOnHighlight": false, "HighlightColor": "#8ea1aa", "PostColor": "#a7e8ff"}Minimal Effects
Section titled “Minimal Effects”Simple highlight for death state.
{ "AnimationDuration": 4.0, "HighlightColor": "#c7c7ad"}Portal Teleport
Section titled “Portal Teleport”Quick flash for teleportation.
{ "HighlightColor": "#2becff", "AnimationDuration": 0.3}Creative Mode Effects
Section titled “Creative Mode Effects”Creative Mode Glow
Section titled “Creative Mode Glow”Special effect for creative mode entities.
{ "SwitchTo": "PostColor", "EffectDirection": "BottomUp", "AnimationDuration": 0.2, "AnimationRange": { "Y": 0.4 }, "HighlightColor": "#84ceff", "UseBloomOnHighlight": true, "NoiseScale": { "X": 200.0, "Y": 250.0 }, "PostColorOpacity": 0.0, "UseProgessiveHighlight": false, "NoiseScrollSpeed": { "Y": -0.1, "X": 0.02 }, "HighlightThickness": 1.0, "LoopOption": "PlayOnce"}Key features:
- Quick animation (0.2s)
- Cyan glow with bloom
- Play once - Single pulse effect
Effect Categories
Section titled “Effect Categories”Status Effects
Section titled “Status Effects”| Effect | Colors | Use Case |
|---|---|---|
Freeze | Cyan/White | Ice damage, frozen state |
Burn | Orange/Black | Fire damage |
Poison | Green/Dark green | Poison damage over time |
Stoneskin | Gray/Brown | Petrification, defense buff |
Rarity Glow
Section titled “Rarity Glow”| Effect | Color | Rarity |
|---|---|---|
Drop_Legendary | Gold (#ffdb91) | Legendary items |
Drop_Epic | Purple | Epic items |
Drop_Rare | Blue | Rare items |
Drop_Uncommon | Green | Uncommon items |
Ability Effects
Section titled “Ability Effects”| Effect | Use Case |
|---|---|
Dagger_Dash | Dagger dash ability |
Dagger_Signature | Dagger signature move |
Mace_Signature | Mace signature attack |
Intangible | Phase/dodge ability |
Intangible_Dark | Dark phase ability |
Creating Custom Effects
Section titled “Creating Custom Effects”Simple Highlight
Section titled “Simple Highlight”{ "HighlightColor": "#ff0000", "AnimationDuration": 0.5}Status Effect
Section titled “Status Effect”{ "SwitchTo": "PostColor", "EffectDirection": "BottomUp", "AnimationDuration": 0.3, "AnimationRange": { "Y": 1.0 }, "HighlightColor": "#00ffff", "HighlightThickness": 0.5, "UseBloomOnHighlight": true, "NoiseScale": { "X": 50.0, "Y": 50.0 }, "NoiseScrollSpeed": { "X": 0.5, "Y": 0.5 }, "PostColor": "#001122", "PostColorOpacity": 0.3, "UseProgessiveHighlight": true}Looping Glow
Section titled “Looping Glow”{ "SwitchTo": "PostColor", "EffectDirection": "BottomUp", "AnimationDuration": 1.5, "AnimationRange": { "Y": 1.0 }, "HighlightColor": "#ffaa00", "HighlightThickness": 2.0, "UseBloomOnHighlight": true, "PostColorOpacity": 0.0, "LoopOption": "Loop"}Ability Flash
Section titled “Ability Flash”{ "SwitchTo": "PostColor", "AnimationDuration": 0.25, "CurveType": "QuartOut", "HighlightColor": "#ffffff", "HighlightThickness": 0.0, "PostColor": "#88ccff", "PostColorOpacity": 0.4, "UseBloomOnHighlight": false}Best Practices
Section titled “Best Practices”- Match duration to gameplay - Status effects should be visible but not distracting
- Use bloom sparingly - Excessive bloom can be overwhelming
- Consider readability - Effects shouldn’t obscure important visual information
- Test noise scales - Higher values create more detailed patterns
- Use progressive highlight - Creates natural spread effects
- Loop for persistent states - Use
Loopfor ongoing effects - Short duration for abilities - Quick flashes for action feedback
Related
Section titled “Related”- Particles - Particle effects
- Trail Effects - Motion trails
- Entity Effects - Entity effect system
- Items Overview - Item definitions