Hey guis, Solotato here! I've been trying to enter the effects scene (as my previous mod shows) and thanks the the No Shield mod by theguysayhi, I was able to reverse engineer it to make a simple formula in order to convert the values of the AnimCMD effect list to the values in the common.efc. Here is the formula/explanation:
The common efc and the gfx id list has the same integer count (0x140 for shield in .efc) = (0x1000013 for shield in AnimCMD). As you can see in the first tutorial image, you do not edit anything in the 0x0 string. All effects start at 0x10 and so on & so forth. All you need to do is 1) Move the numbers/letters in the GFX ID one place left of the decimal (EX: 13. --> 130.) and 2) then add ten (130 + 10 = 140) to the GFX ID (the integer) and then you'll have the ID in the common.efc for where to find it. (For letters, just go down a letter) Keep in mind that this still pertaining to hex, so it's a 16 bit system that goes from 0 to F (1,2,3,4,5,6,7,8,9,A,B,C,D,E,F)
For instance, I changed the shield effect to the Smash Ball. After finding the ID in Stinny's GFX ID list (Which was 13) I did the math shown above and got 0x140 as the string for the efc. Now, go to 0x140 in your preferred hex editor, and you should see a line similar but not exact to Image 2, above. In the highlighted string (the black rectangle part) you have 16 values from 0 to F. The eighth row, 7 (confusing huh?) there is a column of random numbers and letters. Those random numbers and letters call the effects from the ptcl file, where all the effects are housed. Imagine that the ptcl is a post office, and the efc is the mailtruck handing out the mail.
Bad analogies aside, I hope you enjoy! Feel free to ask me questions! Also this may also be used to find character move effects using animcmd and the formula I created, but it hasn't been tested yet.