PropertyValue
rdf:type
rdfs:label
  • Effects
  • Effects
rdfs:comment
  • Throughout the game, your heroes will succumb to different status effects and will test your party's ability to control the damage. The following is a reference table that describes the type of effects that exist in the game. Clicking on their names or pictures will provide more detail on their effects. Every effect has an expiration and wears off over time. Furthermore, they are broken down into two categories: Negative status effects (debuffs) and positive status effects (buffs). Debuffs are typically applied by the opposing team, while buffs are usually applied by the ally team.
  • An effect is a procress which affects a layer in which the layer is altered or enhanced. Although an effect can be used on a variety of different types layers, an adjustment layer will apply the affect to all layers below it in the composition. Adobe provides a large amount of effects that come free with After Effects. There are a number of third party effects that can by applied via script, expression or plug-in.
  • Effects is an Occupation normally listed under Special Effects or Other Crew. If the credits directly indicate it, then it might also be listed under Makeup Department, Sound Department or Visual Effects.
  • Effects are the results of a block of DragonSpeak.
  • Effects is the ninth book of the Morphers.
  • Effects are a property of an attack or hitbox. They appear in all 5 installments of the Super Smash Bros. Series. While most of the effects only change the appearance of an attack, a few of them affect the gameplay.
  • Effects were introduced into Habbo with pixels. Since then, many effects have been created for quests and advertising campaigns and tend to last between half an hour to a day.
  • Graphical effects are visual animations which can be seen on a character, a target or just an empty spot. Effects are often caused by Status Conditions, like getting burned, casting spells like Haste, being attacked and so on.
  • The following is a list of Effects that may be applied to attacks. some are useful, some are impairments, and some are available only to certain FCs.
  • An effect is what you see in an RSMV, and other various videos. They can make the video dark, bright, scary, cheerful, and almost anything you would like it to look like. Some effects are more complicated than others, and some are fairly simple. Currently, some of the most popular effects are the effects in Sony Vegas.
  • Where would Hank Marvin of The Shadows be without a little black box that meant his twangs went on forever. Inside the box was a loop of tape and a head that added the sound, a series of erase heads gradually removed sound creating an echo effect. Echo is now part of a spectrum of delay and reverb and usually achieved digitally but rock'n'roll players still hanker for the crude echo of tape and spring echo.
  • In 2016 Effects was assigned to the fully-repaired Space Station Delta.
  • Effects are a feature in The Last Stand: Dead Zone.
  • Menu window - Object Effects DVD-lab PRO menu capabilities are far beyond simple 2D graphic editing. In fact you can easily create hundreds of 3D-like effects, that are normally difficult to create in any graphic editor. These include realistic light-reflected bevels, various glass or magnifying effects, shiny metals, chrome or gold and much more. This is another very unique feature of DVD-lab PRO. Basic Effects On the Color Tab there is a switch for effects. These are some quick, but powerful effects you can apply to an object. These are various types of bevel or glass effect. 3D Rotation Tool
  • |You can open, view, and render projects from Adobe Premiere 6.5 and 6.0 that contain effects not included with Adobe Premiere Pro. Newer effects have replaced most of the older effects and contain comparable, if not improved, features. Adobe Premiere Pro retains all discontinued effects for compatibility with older projects; however, you cannot reapply them.Note: Adobe Premiere Pro does not support Adobe Premiere 5.0 effects and removes these if you open an Adobe Premiere 6.0 project file that contains them. |}
  • Many things have supernatural effects in The Witcher. Potions grant Geralt special abilities, oils and other blade enhancements grant his weapons increased effectiveness, rituals performed at places of power also allow Geralt to enhance certain abilities or cleanse himself of other adverse effects and, of course, signs have effects as well, some on Geralt and some on his opponents. Image:Tutorial potion effects.png * Critical effects * Food and drink effects * Oil effects * Potion effects * Ritual effects * Sign effects
  • Say I want to add an effect. It is active for all cities with a Temple in them and an Oracle in their player owner. Where does this effect definition belong? In the Temple building definition? In the Oracle definition? Either way will cut it, but this will make it unreasonably hard to find an effect. This means the current way of defining effects is a poor model of our desired feature set. If we generalize effects further to Techs, Governments, etc this will only make the problem worse. ::= * ::= ::= ::= ::= * ::= Translated into a real life example in a proposed registry format:
dcterms:subject
subteams
  • *Star Brigade
Factions
  • *G.I. Joe Team
pmos
  • Explosives; Munitions ordnance
smos
  • Zero-G combat
dbkwik:dungeonboss/property/wikiPageUsesTemplate
dbkwik:elder-scrolls/property/wikiPageUsesTemplate
dbkwik:elderscrolls/property/wikiPageUsesTemplate
dbkwik:freeciv/property/wikiPageUsesTemplate
dbkwik:gijoe/property/wikiPageUsesTemplate
dbkwik:interlingua/property/wikiPageUsesTemplate
dbkwik:lostpedia/property/wikiPageUsesTemplate
dbkwik:supersmashbros/property/wikiPageUsesTemplate
dbkwik:tfumux/property/wikiPageUsesTemplate
dbkwik:tibia/property/wikiPageUsesTemplate
dbkwik:tlaststand/property/wikiPageUsesTemplate
Birthplace
  • Fort Worth, Texas
Branch
  • US Army
Name
  • Effects
dbkwik:guitar/property/wikiPageUsesTemplate
dbkwik:imdb/property/wikiPageUsesTemplate
Rank
  • Staff Sergeant
Specialty
  • Explosives; Munitions ordnance
RealName
  • Aaron Beck
wikipage disambiguates
graderank
  • Staff Sergeant
abstract
  • Throughout the game, your heroes will succumb to different status effects and will test your party's ability to control the damage. The following is a reference table that describes the type of effects that exist in the game. Clicking on their names or pictures will provide more detail on their effects. Every effect has an expiration and wears off over time. Furthermore, they are broken down into two categories: Negative status effects (debuffs) and positive status effects (buffs). Debuffs are typically applied by the opposing team, while buffs are usually applied by the ally team.
  • An effect is a procress which affects a layer in which the layer is altered or enhanced. Although an effect can be used on a variety of different types layers, an adjustment layer will apply the affect to all layers below it in the composition. Adobe provides a large amount of effects that come free with After Effects. There are a number of third party effects that can by applied via script, expression or plug-in.
  • Effects is an Occupation normally listed under Special Effects or Other Crew. If the credits directly indicate it, then it might also be listed under Makeup Department, Sound Department or Visual Effects.
  • Say I want to add an effect. It is active for all cities with a Temple in them and an Oracle in their player owner. Where does this effect definition belong? In the Temple building definition? In the Oracle definition? Either way will cut it, but this will make it unreasonably hard to find an effect. This means the current way of defining effects is a poor model of our desired feature set. If we want to run a search for effects the problem rears its ugly head again. The help system should say Oracle boosts the effect of Temples and that Temples are boosted by Oracle. The effect definition should reference all sources. If we generalize effects further to Techs, Governments, etc this will only make the problem worse. I think the best solution is to put all the effects in a special effects.ruleset file. A proposed EBNF syntax follows: ::= * ::= ::= ::= ::= * ::= Translated into a real life example in a proposed registry format: [effect] type = "Make_Content" value = 1 enabled_by = { "type", "id", "range" "Building", "Temple", "City" } [effect] type = "Make_Content" value = 1 enabled_by = { "type", "id", "range" "Building", "Temple", "City" "Tech", "Mysticism", "Player" } [effect] type = "Make_Content" value = 1 enabled_by = { "type", "id", "range" "Building", "Temple", "City" "Building", "Oracle", "Player" } [effect] type = "Make_Content" value = 1 enabled_by = { "type", "id", "range" "Building", "Temple", "City" "Building", "Oracle", "Player" "Tech", "Mysticism", "Player" } [effect] type = "Enable_Space" value = 1 enabled_by = { "type", "id", "range", "survives" "Building", "Apollo Program", "World", "true" } Or in a XML format: NOTE: The enabled_by and disabled_by sequences are just like these C expressions: For an effect to be active:
  • Effects are the results of a block of DragonSpeak.
  • Effects is the ninth book of the Morphers.
  • Many things have supernatural effects in The Witcher. Potions grant Geralt special abilities, oils and other blade enhancements grant his weapons increased effectiveness, rituals performed at places of power also allow Geralt to enhance certain abilities or cleanse himself of other adverse effects and, of course, signs have effects as well, some on Geralt and some on his opponents. These effects are usually shown on the ring which surrounds the witcher medallion in the game interface. To see specific information an active effect, move the cursor over the effect icon and this will display an information box with the details of the effect and duration. Image:Tutorial potion effects.png * Critical effects * Food and drink effects * Oil effects * Potion effects * Ritual effects * Sign effects
  • Effects are a property of an attack or hitbox. They appear in all 5 installments of the Super Smash Bros. Series. While most of the effects only change the appearance of an attack, a few of them affect the gameplay.
  • Effects were introduced into Habbo with pixels. Since then, many effects have been created for quests and advertising campaigns and tend to last between half an hour to a day.
  • Graphical effects are visual animations which can be seen on a character, a target or just an empty spot. Effects are often caused by Status Conditions, like getting burned, casting spells like Haste, being attacked and so on.
  • The following is a list of Effects that may be applied to attacks. some are useful, some are impairments, and some are available only to certain FCs.
  • |You can open, view, and render projects from Adobe Premiere 6.5 and 6.0 that contain effects not included with Adobe Premiere Pro. Newer effects have replaced most of the older effects and contain comparable, if not improved, features. Adobe Premiere Pro retains all discontinued effects for compatibility with older projects; however, you cannot reapply them.Note: Adobe Premiere Pro does not support Adobe Premiere 5.0 effects and removes these if you open an Adobe Premiere 6.0 project file that contains them. |} * According to the Premiere Pro 1.5 Help: {| border="0" style="background:#efefef;" |Note: In Adobe Premiere Pro 1.5, the following effects are obsolete: Crystalize, Pinch, Pointilize, Shear, Tiles, Wind, and Zig Zag. Though you can no longer apply these effects in new projects, Adobe Premiere Pro 1.5 will recognize them in any legacy projects where they are used. |}
  • An effect is what you see in an RSMV, and other various videos. They can make the video dark, bright, scary, cheerful, and almost anything you would like it to look like. Some effects are more complicated than others, and some are fairly simple. Currently, some of the most popular effects are the effects in Sony Vegas.
  • Menu window - Object Effects DVD-lab PRO menu capabilities are far beyond simple 2D graphic editing. In fact you can easily create hundreds of 3D-like effects, that are normally difficult to create in any graphic editor. These include realistic light-reflected bevels, various glass or magnifying effects, shiny metals, chrome or gold and much more. This is another very unique feature of DVD-lab PRO. Basic Effects On the Color Tab there is a switch for effects. These are some quick, but powerful effects you can apply to an object. These are various types of bevel or glass effect. Basic Bevel types: Realistic Bevels These bevels offer very realistic look of shiny metal or a smooth plastic: Water Drop Water Drop object takes color from the background and fill it to the shape simulating watery or glass effect. Tip: A water-drop effect can be nicely combined with texture Fill Type: Transparent. Adjusting Color-Fill Mix will create hundreds of glass-like effects. Lenses (Magnifier, Mirror Lens) These effects works best with large objects. One magnifies what is below and the other displays it upside down. Tip: A mirror Lens effect with drop shadow can be used on a text on colorful smooth background. The reversed mirror effect of the background will create a subtle color difference that is similar to background yet still distinguishable. Texture Fill The TAB Fill offers additional texture fills and effects that can be combined with the effects on Color Tab. The Fill effects will allow you to create many amazing results that can be normally obtained only in special graphic software. Any object can be filled with a Texture. The textures are fully seamless. Fill Type The fill type determines how the texture will be applied to the object. Normal Fill - The texture is filled in the object Overlay - The texture uses the object color Negative - The texture is applied as negative Transparent - The texture affects alpha channel of an object Color-Fill Mix This slider will affect how the original color and texture are mixed. On the left side is full color, on the right side is full texture. Fill Effect Another set of effects can be applied to the filled texture. The slider below will adjust the effect. Fill effects combined with texture will allow you to create many interesting effects like metallic shine or gold. Emboss - a simple embossing of texture. Gives dimension to wood or other non-shiny materials. Metal Shine - a contrast strong light from left top corner will create shiny sparkles on a fine texture 2-Lights Shine - Two lights from corners will work best on smooth textures to create gold or chrome effect RGB Shine - Three lights from top will cast Green, Blue and Red light. Good with smooth textures. Shiny materials are usually very hard to create in normal graphic applications, but DVD-lab PRO can do this very easy. By combining the texture fills, Bevels and effects you can easily create various materials from marble through metal to wood. Object Styles To be able to quickly remember and recall particular object effect, we have a special sub-bin in the Object bin, called Styles. Style holds only the color and effects attributes of the object, but not the object shape. (Unlike objects found in all other bins) To quickly reveal the Styles bin, press Show Styles on the Menu tool bar: Apply Style To Apply Style, simply drag and drop a Style from Style bin over the object in menu Create Style To Create a new Style from any object, select the object, righ-click to reveal pop-up menu and select Add to Styles. 3D Rotation Tool Any Menu object can be rotated. DVD-lab allows you to not only normally rotate the object, but move it in a virtual 3D space. This is a great way to add some interesting looks to your Menus by tilting, rotating and panning the text, buttons or video stills. You can rotate around one axis at a time by holding the keys: CTRL - rotate around X only SHIFT - rotate around Y only ALT - rotate around Z only (same as normal 2D rotation) Note: remember that active buttons on DVD can be only rectangles. If you rotate a button, the active button space will be the maximum rectangle around the button. This will change the distance how close together you can put two buttons. It doesn't affect non-linked objects. See the picture below which shows the new active area: Note 2: When you select the object, the bounding rectangle with the resizing handles will remain in the original object position for simplicity.
  • Where would Hank Marvin of The Shadows be without a little black box that meant his twangs went on forever. Inside the box was a loop of tape and a head that added the sound, a series of erase heads gradually removed sound creating an echo effect. Echo is now part of a spectrum of delay and reverb and usually achieved digitally but rock'n'roll players still hanker for the crude echo of tape and spring echo.
  • In 2016 Effects was assigned to the fully-repaired Space Station Delta.
  • Effects are a feature in The Last Stand: Dead Zone.