Skip to content

Effect entities and sequencing

AnvilEffects and decalsApplies toRR

World effects use two systems: SplashFX (0x755ACE14) supplies particle states/actions/displays, while FX (0x824A23BA) sequences entities, material properties and world/post effects. A placed Entity can reference SplashFX through a Visual or FX through FXComponent. Those chains are resolved against the checked resource index. Observed

Effect owner USNAT direct-Entity count Scope / meaning Confidence
SplashFXInstanceData Visual 831 528 waterfall impacts, 130 glows, smoke, flares and other systems Observed
FXComponent 554 Plus 125 groups/procedural groups, counted separately Observed
WildlifeSpawner 837 771 FX spawners, 66 animal spawners Observed
Ambient generator 226,918 Mostly sound; 465 ash-particle generators Observed

Counts describe the 422,503 distinct USNAT Entity ids with patch copies replacing base, not all stored copies or all spawned runtime particles. This selection policy is an offline namespace interpretation; live Riders Republic mount order is not established. Observed Inferred

FXCommand stores CommandType, SkipIntro, SkipOutro, FX reference, TimeScale and FXObjectParameters. FXComponent adds EnableDynamicActivation, StopWhenNotVisible, StopWhenMoved and squared start/stop distances. Its parameter grammar reaches every one of 1,089 measured bodies. Observed

FX elements include spawned entities, material overlays, post effects, world changes and target-entity properties. MAD_FX_UFOBeam references an ordinary beam-mesh Entity and a SplashFX Entity; effect sequencing itself is not the mesh. Observed

Effects are concentrated in a few places. The CITYSCHOOL campus, X Games and Eagle Park areas have no effect Entities; Area 52 has 17 UFO beams; 23 of the SplashFX Visuals are spotlight flares in skate bowls and 130 are glows along one road. The beam mesh (MAD_FX_Mesh_UFOBeam, an additive unlit gradient), the flare sprite, glow dots and emissive switches by time of day are the effect visuals that are static geometry or single sprites. Observed · area censuses

How is every wildlife feedback chain connected?

WildlifeFxData → WildlifeFxPack → Feedback is resolved, but the final Feedback-to-Splash hop is not decoded for all profiles. Group positions and runtime spawning counts are outside the direct-Entity census. Unknown