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 Æ¯È 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 Æ¯È 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.