Now, I figured that the handling for would be buried somewhere deep in the rendering code beyond the reach of my addon fu, but some source diving suggested that the Map:addEffect() method was a potential inroad. See, unless a talent specifies otherwise, any effect it leaves behind is displayed at the very highest "z-depth", on top of everything else. A few effects like Mucus manually specify a z-depth of 6 to put it under the player (never could find what z-depth actors are drawn on, but since map z-depth ranges from 0 to 19, I'm guessing 10). So I figured if I could sneak in ahead of the engine and insert a z-depth of, say, 7 for effects that don't specify their own, that should put all effects below actors.
The result is my new Effects Under Actors addon. I can't confirm that I've found every place a z-depth needs to be set for it not to default to the top layer, but I've tested it on wildfire archmages' Burning Wake and it appears to do what it's supposed to do, as depicted in the following screengrab I set up for the Steam page image: If there are effects that aren't getting caught, here is a good place to report it as a bug.
[Thinking ahead, this addon might or might not be suitable for inclusion in ZOmnibus or Zomnibus Lite, but it would probably need a game option to turn it on/off if we did.]
[Technical notes:]
Code: Select all
Superload:
mod.class.MapEffects:
Map:addEffect() [to change the z-depth of effect particles]