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Add Armor Effects to the Binary


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Hi everyone,
 
In this thread I will show you how to add new armor effects to the binary.
 
 
Open InstanceBase.cpp and search for this:
	case CItemData::ITEM_TYPE_ARMOR:
		__ClearArmorRefineEffect();

		// °©¿Ê Ưȭ ÀÌÆåÆ®
		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
		{
			DWORD vnum = pItem->GetIndex();

			if (12010 <= vnum && vnum <= 12049)
			{
				__AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL);
				__AttachEffect(EFFECT_REFINED+EFFECT_BODYARMOR_SPECIAL2);
			}
		}

		if (refine < 7)	//ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù.
			return 0;

		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
		{
			m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7;
			__AttachEffect(m_armorRefineEffect);
		}
		break;
	}
	return 0;
}

Replace with this:

	case CItemData::ITEM_TYPE_ARMOR:
		__ClearArmorRefineEffect();

		// °©¿Ê Ưȭ ÀÌÆåÆ®
		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
		{
			DWORD vnum = pItem->GetIndex();
			// color armors [blue shining] - DEFAULT
			if (vnum >= 12010 && vnum <= 12019 || //Blaustahlpanzer
				vnum >= 12020 && vnum <= 12029 || //Blauer Drachenanzug
				vnum >= 12030 && vnum <= 12039 || //Auraplattenpanzer
				vnum >= 12040 && vnum <= 12049)   //Kleidung des Drachen
			{
				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL); //effect 19 bubble
				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_SPECIAL2); //effect 20 blue shining
			}
//Beginning NEW ARMOR - [New Effect] - NEW ARMOR
			if (vnum == Item-ID? ||
				vnum == Item-ID? ||
				vnum == Item-ID? ||
				vnum == Item-ID? ||
				vnum == Item-ID? ||
				vnum == Item-ID? ||
				vnum == Item-ID? ||
				vnum == Item-ID?)
			{
				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_NEW_SPECIAL1); //effect 19 NEW EFFECT
				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_NEW_SPECIAL2); //effect 21 NEW EFFECT
				__AttachEffect(EFFECT_REFINED + EFFECT_BODYARMOR_REFINED9); //effect 18 sparkle 9 effect
			}			
//End NEW ARMOR - [New Effect] - NEW ARMOR
		}
		if (refine < 7)	//ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù.
			return 0;

		if (pItem->GetSubType() == CItemData::ARMOR_BODY)
		{
			m_armorRefineEffect = EFFECT_REFINED+EFFECT_BODYARMOR_REFINED7+refine-7;
			__AttachEffect(m_armorRefineEffect);
		}
		break;
	}
	return 0;
}

Open InstanceBase.h and search for this:

EFFECT_BODYARMOR_SPECIAL,
EFFECT_BODYARMOR_SPECIAL2,
 
Add the new lines with the new effects name and go over with the mouse to see the position of the effect in the enum. 
Example:
EFFECT_BODYARMOR_SPECIAL = 19
EFFECT_BODYARMOR_SPECIAL2 = 20
EFFECT_BODYARMOR_NEW_SPECIAL1 = 21
EFFECT_BODYARMOR_NEW_SPECIAL2 = 22

Open the playersettingmodule.py and add the new effects 

chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+19, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-4-2-1.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+20, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-4-2-2.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+21, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-effect-new1.mse")
chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+22, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-effect-new2.mse")

After you did it pack the root.epk/eix and compile the binary.

 

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how can i do this in a weapon ?

	case CItemData::ITEM_TYPE_WEAPON:
		__ClearWeaponRefineEffect();		
		if (refine < 7)	//ÇöÀç Á¦·Ãµµ 7 ÀÌ»ó¸¸ ÀÌÆåÆ®°¡ ÀÖ½À´Ï´Ù.
			return 0;
		switch(pItem->GetSubType())
		{
		case CItemData::WEAPON_DAGGER:
			m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7;
			m_swordRefineEffectLeft = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7_LEFT+refine-7;
			break;
		case CItemData::WEAPON_FAN:
			m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_FANBELL_REFINED7+refine-7;
			break;
		case CItemData::WEAPON_ARROW:
		case CItemData::WEAPON_BELL:
			m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SMALLSWORD_REFINED7+refine-7;
			break;
		case CItemData::WEAPON_BOW:
			m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_BOW_REFINED7+refine-7;
			break;
		default:
			m_swordRefineEffectRight = EFFECT_REFINED+EFFECT_SWORD_REFINED7+refine-7;
		}
		if (m_swordRefineEffectRight)
			m_swordRefineEffectRight = __AttachEffect(m_swordRefineEffectRight);
		if (m_swordRefineEffectLeft)
			m_swordRefineEffectLeft = __AttachEffect(m_swordRefineEffectLeft);
		break;

????

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