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FREE TOOL · StartScreenEffect & SetTimecycleModifier

FiveM screen effects

Two systems, constantly mistaken for one. 173 animpostfx effects you start with StartScreenEffect, and 1,088 timecycle modifiers you set with SetTimecycleModifier. Both are searchable here, both come with a Lua call you can paste, and the difference between them is explained below — because knowing which one you want is most of the job.

Names from the publicly published GTA V data dumps — animPostFxNamesCompact.json and timecycleModifiers.json — with the native signatures read from the Cfx.re natives repository. Nothing here is invented and nothing is padded.

173 of 173 effects

  • ArenaEMPpairs with ArenaEMPOut
  • ArenaEMPOutstop effect
  • ArenaWheelPurpleunpaired
  • BeastIntroSceneunpaired
  • BeastLaunchunpaired
  • BeastTransitionunpaired
  • BikerFormationpairs with BikerFormationOut
  • BikerFormationOutstop effect
  • BulletTimepairs with BulletTimeOut
  • BulletTimeOutstop effect
  • CamPushInFranklinunpaired
  • CamPushInMichaelunpaired
  • CamPushInNeutralunpaired
  • CamPushInTrevorunpaired
  • CarDamageHitunpaired
  • CarPitstopHealthunpaired
  • CayoMagepairs with CayoMageOut
  • CayoMageOutstop effect
  • CayoToxicWaterpairs with CayoToxicWaterOut
  • CayoToxicWaterOutstop effect
  • CayoUndeadDJpairs with CayoUndeadDJOut
  • CayoUndeadDJOutstop effect
  • ChopVisionunpaired
  • CrossLinepairs with CrossLineOut
  • CrossLineOutstop effect
  • DanceIntensity01unpaired
  • DanceIntensity02unpaired
  • DanceIntensity03unpaired
  • Dax_TripFreefallunpaired
  • Dax_TripFreefallImpactunpaired
  • Dax_TripGameplayunpaired
  • Dax_TripIntroDoorExplosionunpaired
  • Dax_TripIntroDrinkBeerunpaired
  • DeadlineNeonunpaired
  • DeathFailMPDarkunpaired
  • DeathFailMPInunpaired
  • DeathFailNeutralInunpaired
  • DeathFailOutstop effect
  • DefaultBlinkOutrounpaired
  • DMT_flightunpaired
  • DMT_flight_introunpaired
  • Dont_tazeme_brounpaired
  • DragRaceNitrouspairs with DragRaceNitrousOut
  • DragRaceNitrousOutstop effect
  • DrivingFocuspairs with DrivingFocusOut
  • DrivingFocusOutstop effect
  • DrugsDrivingInpairs with DrugsDrivingOut
  • DrugsDrivingOutstop effect
  • ExplosionJosh3unpaired
  • FocusInpairs with FocusOut
  • FocusOutstop effect
  • Heist4CameraFlashunpaired
  • Heist4CameraFlash2unpaired
  • HeistCelebEndunpaired
  • HeistCelebFailunpaired
  • HeistCelebFailBWunpaired
  • HeistCelebPassunpaired
  • HeistCelebPassBWunpaired
  • HeistLocateunpaired
  • HeistTripSkipFadeunpaired
  • InchOrangepairs with InchOrangeOut
  • InchOrangeOutstop effect
  • InchPickuppairs with InchPickupOut
  • InchPickupOutstop effect
  • InchPurplepairs with InchPurpleOut
  • InchPurpleOutstop effect
  • lectroKERSpairs with lectroKERSOut
  • lectroKERSOutstop effect
  • LostTimeDayunpaired
  • LostTimeNightunpaired
  • MenuMGFranklinInpairs with MenuMGFranklinOut
  • MenuMGFranklinOutstop effect
  • MenuMGHeistInpairs with MenuMGHeistOut
  • MenuMGHeistIntrounpaired
  • MenuMGHeistOutstop effect
  • MenuMGHeistTintunpaired
  • MenuMGInunpaired
  • MenuMGIslandHeistInunpaired
  • MenuMGMichaelInpairs with MenuMGMichaelOut
  • MenuMGMichaelOutstop effect
  • MenuMGRemixInunpaired
  • MenuMGSelectionInunpaired
  • MenuMGSelectionTintunpaired
  • MenuMGTournamentInunpaired
  • MenuMGTournamentTintunpaired
  • MenuMGTrevorInpairs with MenuMGTrevorOut
  • MenuMGTrevorOutstop effect
  • MenuSurvivalAlienInunpaired
  • MinigameEndFranklinunpaired
  • MinigameEndMichaelunpaired
  • MinigameEndNeutralunpaired
  • MinigameEndTrevorunpaired
  • MinigameTransitionInpairs with MinigameTransitionOut
  • MinigameTransitionOutstop effect
  • MP_Bull_tostunpaired
  • MP_Celeb_Losepairs with MP_Celeb_Lose_Out
  • MP_Celeb_Lose_Outstop effect
  • MP_Celeb_Preloadunpaired
  • MP_Celeb_Preload_Fadeunpaired
  • MP_Celeb_Winpairs with MP_Celeb_Win_Out
  • MP_Celeb_Win_Outstop effect
  • MP_corona_switchunpaired
  • MP_corona_switch_supermodunpaired
  • MP_intro_logounpaired
  • MP_job_loadunpaired
  • MP_OrbitalCannonunpaired
  • MP_race_crashunpaired
  • MP_SmugglerCheckpointunpaired
  • MP_TransformRaceFlashunpaired
  • MP_WarpCheckpointunpaired
  • pennedInpairs with PennedInOut
  • PennedInOutstop effect
  • PeyoteEndInpairs with PeyoteEndOut
  • PeyoteEndOutstop effect
  • PeyoteInpairs with PeyoteOut
  • PeyoteOutstop effect
  • PokerCamTransitionunpaired
  • PPFilterpairs with PPFilterOut
  • PPFilterOutstop effect
  • PPGreenpairs with PPGreenOut
  • PPGreenOutstop effect
  • PPOrangepairs with PPOrangeOut
  • PPOrangeOutstop effect
  • PPPinkpairs with PPPinkOut
  • PPPinkOutstop effect
  • PPPurplepairs with PPPurpleOut
  • PPPurpleOutstop effect
  • RaceTurbounpaired
  • Rampagepairs with RampageOut
  • RampageOutstop effect
  • REDMISTpairs with REDMISTOut
  • REDMISTOutstop effect
  • RemixDroneunpaired
  • SniperOverlayunpaired
  • SuccessFranklinunpaired
  • SuccessMichaelunpaired
  • SuccessNeutralunpaired
  • SuccessTrevorunpaired
  • SurvivalAlienunpaired
  • SwitchHUDFranklinInpairs with SwitchHUDFranklinOut
  • SwitchHUDFranklinOutstop effect
  • SwitchHUDInpairs with SwitchHUDOut
  • SwitchHUDMichaelInpairs with SwitchHUDMichaelOut
  • SwitchHUDMichaelOutstop effect
  • SwitchHUDOutstop effect
  • SwitchHUDTrevorInpairs with SwitchHUDTrevorOut
  • SwitchHUDTrevorOutstop effect
  • SwitchOpenFranklinpairs with SwitchOpenFranklinOut
  • SwitchOpenFranklinOutstop effect
  • SwitchOpenMichaelInunpaired
  • SwitchOpenMichaelMidunpaired
  • SwitchOpenNeutralunpaired
  • SwitchOpenNeutralFIB5unpaired
  • SwitchOpenNeutralOutHeistunpaired
  • SwitchSceneFranklinunpaired
  • SwitchSceneMichaelunpaired
  • SwitchSceneNeturalunpaired
  • SwitchSceneNeutralunpaired
  • SwitchSceneTrevorunpaired
  • SwitchShortFranklinInunpaired
  • SwitchShortFranklinMidunpaired
  • SwitchShortMichaelInunpaired
  • SwitchShortMichaelMidunpaired
  • SwitchShortNeutralInunpaired
  • SwitchShortTrevorInunpaired
  • SwitchShortTrevorMidunpaired
  • TinyRacerGreenpairs with TinyRacerGreenOut
  • TinyRacerGreenOutstop effect
  • TinyRacerIntroCamunpaired
  • TinyRacerPinkpairs with TinyRacerPinkOut
  • TinyRacerPinkOutstop effect
  • ULP_PlayerWakeUpunpaired
  • WeaponUpgradeunpaired

THE ONE THING WORTH READING

animpostfx happens. A timecycle modifier is.

An animpostfx is an animation the game plays over your screen and then finishes. A timecycle modifier is a change to how the world is rendered that stays until you undo it. Almost every screen-effect bug in FiveM comes from treating the second one like the first.

 animpostfxtimecycle modifier
What it isA keyframed post-process animation authored in the game’s animpostfx data. It has its own fade in, hold and fade out baked in, and that curve is the effect.An override of the world’s timecycle values — colour grading, exposure, bloom, fog, depth of field, light intensity — defined in the timecycle_mods XML files.
You start it withStartScreenEffect(name, duration, looped), which is ANIMPOSTFX_PLAY. The name is a plain string.SetTimecycleModifier(name). The name is a plain string here too — neither system takes a hash.
How many at onceAs many as you like. Effects stack, which is how the game layers a character-switch wash over a mission tint.One. Setting a second modifier replaces the first. SetExtraTimecycleModifier gives you a second slot, and that is the whole budget.
Intensity controlNone. There is no strength argument — you get the duration and the loop flag, and the authored animation decides the rest.SetTimecycleModifierStrength(float) blends the modifier against the untouched scene, so the same modifier can be a hint or a wall.
Does it end on its ownYes, unless you passed looped = true. Pass 0 as the duration and it plays its authored length.Never. A timecycle modifier is a state, not an animation. It sits there until something clears it.
How you clear itStopScreenEffect(name) for one, StopAllScreenEffects() for the lot.ClearTimecycleModifier(), plus ClearExtraTimecycleModifier() if you used the second slot.
How you check itAnimpostfxIsRunning(name) returns a boolean per effect.GetTimecycleModifierIndex() returns -1 when nothing is set. There is no name to read back.

Signatures: ANIMPOSTFX_PLAY, ANIMPOSTFX_STOP, ANIMPOSTFX_STOP_ALL, ANIMPOSTFX_IS_RUNNING, SET_TIMECYCLE_MODIFIER, SET_TIMECYCLE_MODIFIER_STRENGTH, CLEAR_TIMECYCLE_MODIFIER, SET_EXTRA_TIMECYCLE_MODIFIER and GET_TIMECYCLE_MODIFIER_INDEX. StartScreenEffect and StopScreenEffect are the FiveM aliases for the two animpostfx natives — same function, friendlier name.

HOW TO USE IT

Five steps, and the last one is the one that matters

Get the effect on screen first with the simplest possible call. Durations, loops and strengths are a second problem, and the cleanup is a third — except it is the one your players will notice.

  1. 01 Work out which system you need

    If you want a flash, a wash, a transition or a timed overlay that plays and finishes, that is an animpostfx effect. If you want the world itself to look different for as long as something is true — a night-vision scope, a drunk state, an interior grade — that is a timecycle modifier.

  2. 02 Copy the name from the row, do not retype it

    Both natives take a string and both fail silently on a typo. Use the copy button and the capitalisation comes with it.

  3. 03 Start an animpostfx with duration 0 first

    StartScreenEffect(name, 0, false) plays the authored length. That tells you whether the effect exists and what it looks like before you start arguing with durations and loops.

  4. 04 Set a timecycle modifier, then its strength

    SetTimecycleModifier(name) followed by SetTimecycleModifierStrength(1.0). Drop the strength towards 0.0 until it stops looking like a filter and starts looking like weather.

  5. 05 Write the cleanup before you write the feature

    StopAllScreenEffects(), ClearTimecycleModifier() and ClearExtraTimecycleModifier() in an onResourceStop handler, and the same three on respawn. Do this first and you will never ship the green-screen bug.

A test command for any animpostfx effect

Client-side. /fx PeyoteIn loop holds it open, /fxstop PeyoteIn releases it, /fxstop on its own clears everything. Duration 0 plays the effect's own authored length.

local EFFECT = "ChopVision"

RegisterCommand("fx", function(_, args)
    local name = args[1] or EFFECT
    local looped = args[2] == "loop"

    StartScreenEffect(name, 0, looped)
end, false)

RegisterCommand("fxstop", function(_, args)
    if args[1] then
        StopScreenEffect(args[1])
    else
        StopAllScreenEffects()
    end
end, false)

RegisterCommand("fxrunning", function(_, args)
    print(args[1], AnimpostfxIsRunning(args[1]))
end, false)
The same for timecycle modifiers, with the strength

Client-side. /tc scanline_cam 0.6 sets the modifier and blends it at 60 per cent. Set the modifier first and the strength second — the strength applies to whatever is active when you call it.

local MODIFIER = "scanline_cam"

RegisterCommand("tc", function(_, args)
    SetTimecycleModifier(args[1] or MODIFIER)
    SetTimecycleModifierStrength(tonumber(args[2]) or 1.0)
end, false)

RegisterCommand("tcstrength", function(_, args)
    SetTimecycleModifierStrength(tonumber(args[1]) or 1.0)
end, false)

RegisterCommand("tcoff", function()
    ClearTimecycleModifier()
    ClearExtraTimecycleModifier()
end, false)

print("timecycle active:", GetTimecycleModifierIndex() ~= -1)

WRITE THIS FIRST

The cleanup that stops the green-screen bug reports

A timecycle modifier is client-side render state. It survives your resource stopping, it survives death, and it survives a reconnect that did not restart the game. This handler is three lines and it is the difference between a feature and a support ticket.

Cleanup on resource stop, on spawn, and on demand

Client-side. The /unstick command is worth shipping on its own: it lets a player fix a stuck screen without restarting the game, and it costs you nothing.

local function wipeScreenState()
    StopAllScreenEffects()
    ClearTimecycleModifier()
    ClearExtraTimecycleModifier()
    SetTimecycleModifierStrength(1.0)
end

AddEventHandler("onClientResourceStop", function(resource)
    if resource ~= GetCurrentResourceName() then return end
    wipeScreenState()
end)

AddEventHandler("playerSpawned", function()
    wipeScreenState()
end)

RegisterCommand("unstick", function()
    wipeScreenState()
end, false)
A timecycle modifier outlives your script

This is the single most reported screen bug in FiveM, and it is not a bug. SetTimecycleModifier writes a client-side render state. Stopping the resource does not clear it, dying does not clear it, and reconnecting a client that never reloaded the game does not clear it either. The player is left staring at a green world and blaming your resource, correctly. Call ClearTimecycleModifier in an onResourceStop handler and on every respawn, every time.

The second slot is easy to forget

SetExtraTimecycleModifier layers a second modifier on top of the primary one, and ClearTimecycleModifier does not touch it. If the screen is still tinted after a clear, the extra slot is where to look. Clear both and you cannot be wrong.

A misspelled name fails silently

Both systems take a string, neither returns anything, and neither logs anything. StartScreenEffect("chopvision") does nothing at all because the name is ChopVision. Copy the row from this page rather than retyping it: the animpostfx names are mixed case and several of them are inconsistently cased in the game data itself.

Strength is set after the modifier, not before

SetTimecycleModifierStrength acts on whatever modifier is currently active. Call it before SetTimecycleModifier and you have set the strength of the thing you just replaced. Set the modifier first, then the strength, in that order, every time you change either one.

A looped effect needs a stop you actually reach

StartScreenEffect(name, 0, true) holds the effect until something stops it. If the code path that was going to call StopScreenEffect can be skipped — an early return, an error, a player quitting a job — the effect stays up. Pair every looped start with a stop in a cleanup handler, not only in the happy path.

Not every effect loops

The loop flag is documented as working on loopable effects only. Pass true on an effect that was authored as a one-shot and it plays once and ends anyway. The list on this page marks which effects ship with a dedicated stop counterpart, which is the best public signal of what will hold.

WHICH ONES LOOP

39 of the 173 effects ship with their own stop

The game does not publish a loop flag, so nobody can hand you a verified list of loopable effects. What the data does show is which effects were authored as a pair, and that is the strongest public signal there is.

StartScreenEffect(name, 0, true) holds an effect open until you stop it, and the native’s own documentation adds the caveat that this works on loopable effects only. Of the 173 names in the dump, 40 are themselves stop effects — the ones ending in Out — and 39 have one of those waiting for them: ArenaEMP has ArenaEMPOut, PeyoteIn has PeyoteOut, SwitchHUDIn has SwitchHUDOut. An effect built with its own release is an effect built to be held. The remaining 94 have no partner and are best treated as one-shots.

This is our derivation from the naming in the dump, not the engine’s loop flag, and we are labelling it as such. It is reliable enough to plan with and cheap enough to check: paste the test command above, pass loop, and you will know in ten seconds. Two details worth knowing before you do. The pairing is not always a plain Out on the end: some effects swap an In suffix for Out, so MenuMGHeistIn is released by MenuMGHeistOut, and two use an underscore, so MP_Celeb_Win is released by MP_Celeb_Win_Out. We read all three forms. And StopScreenEffect works on any running effect whether or not a matching Out exists, so it is always the safe way to take an effect down.

Holding an effect for a fixed time, and a timed timecycle state

Client-side. A looped effect with a SetTimeout stop is safer than trusting a duration, because you can cancel it. The timecycle half shows why strength is the useful knob: 0.6 of drug_wobbly is a wobble, 1.0 is unplayable.

local function flash(name, ms)
    StartScreenEffect(name, 0, true)

    SetTimeout(ms, function()
        StopScreenEffect(name)
    end)
end

local function drunk(seconds)
    SetTimecycleModifier("drug_wobbly")
    SetTimecycleModifierStrength(0.6)

    SetTimeout(seconds * 1000, function()
        ClearTimecycleModifier()
        ClearExtraTimecycleModifier()
    end)
end

flash("REDMIST", 2500)
drunk(20)

OUR APPROXIMATIONS

What some of these look like, drawn by us

There is no legal way for us to show you the real thing. Game captures of these effects are Rockstar's footage, and hosting them would be infringement whatever it did for our traffic. So here is the honest alternative: a street scene we drew ourselves, with a CSS filter over it that we think gets close.

Every tile below is our approximation, not a screenshot and not a capture. The scene is our own drawing and the effect is a CSS filter we wrote. Each tile says what the approximation is based on: read straight from the effect’s name, taken from a consistent community description, or an outright guess on our part. Treat the guesses as guesses. The only authority on what an effect looks like is the game.

Hover or tap a tile to drop the filter and see the untouched scene underneath.

  • no effectReference

    The scene with nothing applied. Every tile beside this one is the same drawing with a CSS filter over it.

  • HeistCelebPassBWRead from the name

    The heist-passed celebration card, drained to black and white.

  • DeathFailMPDarkRead from the name

    The multiplayer death fade: desaturated and pulled down to near black.

  • REDMISTRead from the name

    The rampage overlay. Red haze over everything.

  • ChopVisionCommunity description

    Chop’s dog vision from the single-player missions — flat, desaturated and cold.

  • PeyoteInCommunity description

    The peyote trip wash: colours pushed well past anything the world does on its own.

  • DrugsDrivingInCommunity description

    The drugged-driving overlay — soft, warm and smeared.

  • PPGreenOur guess

    One of five PP team washes. We read these as the coloured team tints from the adversary modes.

  • PPPurpleOur guess

    The purple member of the same set.

  • BulletTimeOur guess

    The slow-motion ability wash. We read it as a mild desaturation with lifted contrast.

  • CAMERA_BWRead from the name

    Black and white, as the name says.

  • nightvisionRead from the name

    Green-channel night vision with the gain turned up.

  • BlackOutRead from the name

    The lights-out state. Almost nothing left on screen.

  • hud_def_blurRead from the name

    The blur the game lays under full-screen menus.

  • glasses_blueRead from the name

    One of a family of tinted-lens modifiers — blue, red, green, yellow, purple, pink, orange, brown and more.

  • drug_wobblyRead from the name

    The drunk and drugged state. Soft focus with the colour pushed.

  • scanline_camCommunity description

    The security-camera grade the native documentation itself names as an example.

  • sunglassesRead from the name

    A flat neutral-density darkening.

  • damageOur guess

    The hurt state. We read it as a dim red-shifted grade.

THE STRENGTH ARGUMENT

One float, and the reason timecycle modifiers are worth the trouble

SetTimecycleModifierStrength is the only intensity control either system gives you, and it turns a fixed look into a dial.

What the number means

It blends the active modifier against the untouched scene. At 0.0 the modifier is set but invisible; at 1.0 you get the look the artists authored. Everything in between is a proportional mix, which is how the same modifier serves as a hint of a hangover and as a reason to pull over.

The published native documentation gives no range at all. Values above 1.0 are accepted and push past the authored look, but that is community habit rather than a specification — test it, do not assume it.

Order of calls

SetTimecycleModifier first, SetTimecycleModifierStrength second. The strength acts on whatever modifier is active at the moment you call it, so calling it first sets the strength of the modifier you are about to replace.

Re-apply the strength whenever you change the modifier, and reset it to 1.0 in your cleanup so the next thing that sets a modifier gets a clean dial.

How many values a modifier touches

The modifier list on this page shows that count per modifier. It is how many timecycle values the modifier overrides — the heaviest in the dump changes 136 of them, and a modifier that touches two is a nudge. It is the fastest way to guess whether a name you have never heard of is a subtle grade or a whole new world.

13 of the 1,088 modifiers record no modifications at all. They are in the game data, so they are in this list, but expect nothing visible from them.

Where they came from

301 modifiers ship with the base game and 783 arrived in title updates, with a handful more carrying a specific DLC name. Filter by source in the list if you are trying to work out whether a modifier will exist on an older build.

The animpostfx list carries no such split: the dump records the names only, so we do not claim to know which update each effect arrived in.

QUESTIONS

About screen effects in FiveM

What is the difference between a screen effect and a timecycle modifier in FiveM?
A screen effect — an animpostfx, started with StartScreenEffect or AnimpostfxPlay — is a keyframed post-process animation with its fade in, hold and fade out already authored. It plays, it finishes, and several can run at once. A timecycle modifier, set with SetTimecycleModifier, is not an animation at all: it overrides the world’s timecycle values (grading, exposure, bloom, fog, depth of field) and sits there as a state. Only one primary modifier is active at a time, it has a strength float you can blend with, and it never ends on its own. Rule of thumb: animpostfx for something that happens, timecycle modifier for something that is true.
Why does StartScreenEffect do nothing?
Almost always the name. The native takes a string, returns void and logs nothing, so a wrong case or a stray character is indistinguishable from an effect that simply looks subtle. The names in the game data are mixed case and not consistently so — lectroKERS, pennedIn and REDMIST sit in the same list — so copy the row from this page instead of retyping it. If the name is right, check you have not passed a duration so short that the authored fade never completes: pass 0 and the effect plays its own length.
Why is my screen stuck green, blurry or black and white after the script stopped?
Because a timecycle modifier is client-side render state, not something your resource owns. Stopping the resource does not clear it. Neither does dying, changing character or rejoining without restarting the game. The fix is a cleanup path you can always reach: ClearTimecycleModifier() and ClearExtraTimecycleModifier() in an onClientResourceStop handler, and the same two on playerSpawned. Add StopAllScreenEffects() beside them and a looped animpostfx cannot get stranded either. For a player who is stuck right now, a client-side command that calls those three natives fixes it without a game restart.
Which screen effects loop?
The loop flag on StartScreenEffect only holds effects that were authored as loopable, and the game does not publish that flag. What it does publish is the names, and 39 of the 173 effects in the dump ship with a dedicated stop counterpart — ArenaEMP has ArenaEMPOut, PeyoteIn has PeyoteOut, SwitchHUDIn has SwitchHUDOut. Those pairs are the ones built to be held open and then released, and the list on this page marks them. It is a derivation from the naming, not the engine’s own loop flag, so treat anything outside that set as needing a ten-second test in game.
What does SetTimecycleModifierStrength actually do?
It blends the active modifier against the untouched scene. At 0.0 the modifier is effectively off while still being set; at 1.0 you get the look the artists authored. That makes one modifier usable at several intensities, which is how a drunk state can go from a hint to unplayable without swapping modifiers. Two practical notes: the native has no documented range, so values above 1.0 are a community habit rather than a specification and should be tested rather than trusted; and the strength applies to whatever modifier is active at the moment you call it, so always set the modifier first and the strength second.
Where do these lists come from, and can I see what each effect looks like?
The publicly published GTA V data dumps: 173 animpostfx names from animPostFxNamesCompact.json and 1,088 timecycle modifiers from timecycleModifiers.json, with the native signatures taken from the Cfx.re natives repository. Nothing is invented and nothing is padded. We do not host game captures of the effects, because we would be redistributing Rockstar’s art to do it. What we do instead is approximate a handful of them with CSS filters over a scene we drew ourselves, and label every one of those as our approximation, with a note saying whether it is read from the effect’s name, taken from a consistent community description, or an outright guess. For anything else, paste the test command from this page into a resource and look at it in game.

Names from the publicly published GTA V data dumps; native signatures from the Cfx.re natives repository. GTA V, its effects and its art are the property of Take-Two Interactive and Rockstar Games — see our trademark and IP notice.

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