dalamud-vfx-editor · v1.0.0 · 2026-07-29 · sha256 158a1825a1ab47ae
dalamud-vfx-editor v1.0.0A
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--- name: dalamud-vfx-editor description: > Install, operate, and troubleshoot 0ceal0t/Dalamud-VFXEditor for user-owned Final Fantasy XIV visual-effect, animation, sound, physics, UI, texture, material, model, and shader files. Use when a user asks about `/vfxedit`, AVFX, PAP, TMB, SCD, Dalamud plugin setup, effect replacement, export handoff, beta repositories, or VFXEditor source builds. Triggers on: Dalamud VFXEditor, /vfxedit, .avfx, .pap, .tmb, .scd, FFXIV VFX mod, or VFXEditor beta. allowed-tools: Bash Read Write Edit Glob Grep compatibility: FFXIV with XIVLauncher/Dalamud for plugin use; .NET and Dalamud development environment for source builds metadata: tags: game-development, ffxiv, dalamud, vfx, modding, asset-editor version: "1.0.0" source: https://github.com/0ceal0t/Dalamud-VFXEditor --- # Dalamud VFXEditor ## When to use this skill - Install the main plugin from `/xlplugins` or configure the beta repository. - Identify which FFXIV file type owns an effect, animation, timeline, sound, or material change. - Replace and edit an effect while preserving a rollback copy. - Inspect plugin release metadata or contribute to the C# source. Use only on user-owned local files and authorized modding workflows. Do not use this skill to bypass service controls, distribute copyrighted game assets, or interfere with other players. ## Instructions ### Step 1: Pick the operating lane 1. **Main plugin install** — XIVLauncher → `/xlplugins` → VFXEditor → `/vfxedit`. 2. **Beta plugin** — add the upstream `repo.json` URL in `/xlsettings > Experimental`, enable only one of main/beta, then use `/vfxbeta`. 3. **Asset edit** — identify the owning file type, snapshot the source, edit a loaded replacement, update, test, and retain rollback evidence. 4. **Source contribution** — clone a pinned commit, restore/build the `VFXEditor.csproj`, and follow current Dalamud SDK requirements. ### Step 2: Identify the owning file type Use `references/file-types-and-workflow.md`. Common choices: - `.avfx` — particles and glow without character motion; - `.pap` — character animation; - `.tmb` — timeline triggers for effects, animation, and sound; - `.scd` — music and sound effects; - `.atex` / `.tex` — effect/UI/model textures; - `.shpk` / `.shcd` — shader packages and individual shaders; - `.mtrl` / `.mdl` — materials and meshes. If the user only wants to hide selected effects, route to the upstream author's EasyEyes recommendation rather than constructing a replacement. ### Step 3: Snapshot before editing ```bash python3 .agent-skills/dalamud-vfx-editor/scripts/snapshot_asset.py \ /path/to/effect.avfx --output-dir ./vfx-backups ``` The script copies bytes unchanged and writes a SHA-256 manifest. Keep the original, working copy, exported replacement, and test result separate. ### Step 4: Perform the smallest edit In VFXEditor: 1. select **Loaded Vfx** as the new source; 2. select **Vfx Being Replaced** as the target; 3. change only the intended parameters; 4. press **UPDATE**; 5. test in a controlled local scenario; 6. revert immediately if timing, attachment, visibility, sound, or performance is wrong. For complete skill replacement, inspect the `.tmb` timeline rather than forcing every change into `.avfx`. ### Step 5: Inspect release metadata when using beta builds ```bash python3 .agent-skills/dalamud-vfx-editor/scripts/inspect_repo_manifest.py repo.json --json ``` Confirm internal name, assembly version, Dalamud API level, repository URL, and download links. Main and beta builds cannot be enabled together. ### Step 6: Build source only in a compatible environment The inspected project uses `Dalamud.NET.Sdk/15.0.0`, locked NuGet packages, and `Debug`, `Release`, and `Beta` configurations. Do not promise a successful build without a compatible Dalamud development installation. Prefer: ```bash dotnet restore VFXEditor/VFXEditor.csproj --locked-mode dotnet build VFXEditor/VFXEditor.csproj -c Debug --no-restore ``` Use the current upstream files as authority because Dalamud APIs and package versions change. ### Step 7: Verify and hand off Report source hash, edited file type, target path, change summary, plugin channel, game/Dalamud versions, test scenario, observed result, and rollback path. Never package unmodified game assets into the skill or repository. ## Examples ### Inspect the official beta manifest ```bash curl -fsSLO https://raw.githubusercontent.com/0ceal0t/Dalamud-VFXEditor/main/repo.json python3 .agent-skills/dalamud-vfx-editor/scripts/inspect_repo_manifest.py repo.json ``` ### Back up a timeline before replacement ```bash python3 .agent-skills/dalamud-vfx-editor/scripts/snapshot_asset.py action.tmb ``` ## Best practices 1. Snapshot every source asset and record hashes. 2. Change one layer or parameter group at a time. 3. Keep main and beta plugin channels mutually exclusive. 4. Test attachment, timing, visibility, sound, and frame-time impact. 5. Share patches or authored assets, not copyrighted game data. ## References - `references/file-types-and-workflow.md` — file ownership and edit checklist. - `references/upstream.md` — installation, build metadata, revision, and license. - [Dalamud VFXEditor](https://github.com/0ceal0t/Dalamud-VFXEditor) - [Upstream guides](https://github.com/0ceal0t/Dalamud-VFXEditor/wiki)