Jump to content

Add Armor Effects to the Binary


Recommended Posts

  • 4 weeks later...
  • 8 months later...
  • 5 months later...
  • 11 months later...

armor-effect-new1.mse that's not it..

this will happen ;

chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+21, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-5-1.mse")

chrmgr.RegisterEffect(chrmgr.EFFECT_REFINED+22, "Bip01", "D:/ymir work/pc/common/effect/armor/armor-5-1-3.mse")

this Electric flash effect.

thanks.

Link to comment
Share on other sites

  • 4 years later...
On 3/24/2014 at 2:36 AM, iCoredump said:
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.

 

what causes this ?

Spoiler

spacer.png

 

Edited by Metin2 Dev
Core X - External 2 Internal
Link to comment
Share on other sites

Announcements



×
×
  • Create New...

Important Information

Terms of Use / Privacy Policy / Guidelines / We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.