========================
visualeffects.2da Definition
========================
Overview: defines visual effects which combine a visual effects file w/ other information such as sounds and screen shaking.

Definitions:
SEF = Special Effects File which use the .sef extension.  Synonymous with "VFX Model".


Overview:
F - M :  Define the "Impact effect" that plays once on first impact of the visual effect.
N - U :  Define the "Duration effect" that plays continuously for the duration of the visual effect.
V - AC :  Define the "Cessation effect" that plays once when the visaul effect terminates.


Modification history:
ChazM - 4/18/07 - Initial info from Astorax spreadsheet
ChazM - 5/24/07 - 



 Column  Column Name	 
+-------+---------------
| A	| *blank*
+-------+---------------
Row id

+-------+---------------
| B	| Label
+-------+---------------
<Description>

+-------+---------------
| C	| Type_FD
+-------+---------------
D = Duration effect, persiste, and            
F = FireAndForget.  Fire and Forget (probbably) don't use fields assosicated with duration & cessation
B = Beam.  It appears SEFs with beam effects can't be used like Fire & Forget.  Place these in duration effect columns.

+-------+---------------
| D	| OrientWithGround
+-------+---------------
<Description>

+-------+---------------
| E	| DelayDurationFX 
+-------+---------------
<Description>


+-------+---------------
| F	| Imp_HeadCon_Node	
+-------+---------------
The impact Visual Effect SEF that plays on the head node.

+-------+---------------
| G	| Imp_Impact_Node	
+-------+---------------
The impact Visual Effect SEF that plays on the impact node.


+-------+---------------
| H-K	| Imp_Root_<X>_Node	
+-------+---------------
These are the VFX model played on the root node, the height is determined by creature size - <X> = S, M, L & H


+-------+---------------
| L	| ProgFX_Impact	
+-------+---------------
This is used for effects that affect another model, rather than using a model of its own, like stoneskin and/or invisibility	


+-------+---------------
| M	| SoundImpact	
+-------+---------------
sound file to be played on the impact of the VFX, I.e., the target	


+-------+---------------
| N	| Dur_HeadCon_Node
+-------+---------------
SEF to play for the duration of the visual effect on the head node.


+-------+---------------
| O	| Dur_Impact_Node
+-------+---------------
SEF to play for the duration of the visual effect on the head node.


+-------+---------------
| P-S	| Dur_Root_<X>_Node
+-------+---------------
VFX model played on the root node for the duration of the visual effect.  <X> = S, M, L, H


+-------+---------------
| T	| ProgFXDuration	
+-------+---------------
Programmed FX that have a duration


+-------+---------------
| U	| SoundDuration	
+-------+---------------
sound file played while the VFX is occuring


+-------+---------------
| V	| ProgFX_Cessation	
+-------+---------------
Programmed effects that apply at the end of the duration


+-------+---------------
| W	| SoundCessation	
+-------+---------------
sound file played when the VFX ends	


+-------+---------------
| X	| Ces_HeadCon_Node	
+-------+---------------
The Cessation Visual Effect SEF that plays on the head node.


+-------+---------------
| Y	| Ces_Impact_Node	
+-------+---------------
The Cessation Visual Effect SEF that plays on the impact node.


+-------+---------------
| Z-AC	| Ces_Root_<X>_Node	
+-------+---------------
VFX model played on the root node for the cessation of the effect.  <X> = S, M, L, H


+-------+---------------
| AD	| ShakeType	
+-------+---------------
If a screen bump or shake is associated with the VFX as well.
	0 = no shake
	1 = screen bump 
	2 = screen shake


+-------+---------------
| AE	| ShakeDelay	
+-------+---------------
can add a delay to the bump/shake effect if you want, time in seconds	


+-------+---------------
| AF	| ShakeDuration	
+-------+---------------
how long to shake if screen shake is selected



+-------+---------------
| AG	| LowViolence	
+-------+---------------
VFX to use instead if low violence option is selected



+-------+---------------
| AH	| LowQuality
+-------+---------------
if low quality is selected in video options, use this vfx model instead of the one listed

	