One thing I've noticed while event editing is that effects can be rather...persnickety. Some effects work just fine, and some I'm convinced will always be glitchy - they either won't center on the target like they should, or they only display part of the effect (as compared to the full in-battle effect), or some just crash the game altogether.
Additionally, using the Effect() event instruction, the effects do not have the same sequence or hex byte value as the in-battle effects video lists. This can be particularly maddening as an event editor when you're searching for a particular event. I've often coded what I was the proper effect, only to compile and watch and find I actually called a completely different effect.
To prevent all that guesswork, I made these Effect Testing events for myself so I could see exactly how each effect would work in a cut scene - which ones would work without glitching and what the exact ID of each effect is for calling it using Effect().
I figured these might be useful for anyone else adding effects to their events, so I'll post the ppfs here. I don't have video software, but if anyone wanted to make videos of these that would probably be a lot more useful than these ppfs. Then people could just skid through the video.
Anyway, these helped me, hopefully they'll help someone else. They all replace the Orbonne event and just show each effect ID cast sequentially on a target.