Newbie Spellweaver
- Joined
- Mar 26, 2014
- Messages
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This is a simple guide on how to add in custom jewel setting effects, EX: diamonds and etc. I will be creating a custom effect using speed as an example.
WndManager.cpp
WndManager.h
HwOption.cpp
Ultimate_GemAbility.txt
That should be it.
WndManager.cpp
search for: void CWndMgr:utAddedOpt( CItemElem* pItemElem, CEditString* pEdit )
In that void you will see: int nAddedOptDST[9];
You will need to change it to "int nAddedOptDST[10];" or higher depending on how many you are adding.
Under that you will see:
I will add in speed as nAddedOptDST[9] = DST_SPEED;
Lower you will see:
Adding in my option I will add:
case 9:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt10;
break;
If your stat is a % stat you will go lower and find:
Add in:
Search for:
Add in your option:
In that void you will see: int nAddedOptDST[9];
You will need to change it to "int nAddedOptDST[10];" or higher depending on how many you are adding.
Under that you will see:
nAddedOptDST[0] = DST_HP_MAX; nAddedOptDST[1] = DST_ATKPOWER;
nAddedOptDST[2] = DST_ADJDEF;
nAddedOptDST[3] = DST_MELEE_STEALHP;
nAddedOptDST[4] = DST_PVP_DMG;
nAddedOptDST[5] = DST_STR;
nAddedOptDST[6] = DST_STA;
nAddedOptDST[7] = DST_DEX;
nAddedOptDST[8] = DST_INT;
nAddedOptDST[2] = DST_ADJDEF;
nAddedOptDST[3] = DST_MELEE_STEALHP;
nAddedOptDST[4] = DST_PVP_DMG;
nAddedOptDST[5] = DST_STR;
nAddedOptDST[6] = DST_STA;
nAddedOptDST[7] = DST_DEX;
nAddedOptDST[8] = DST_INT;
Lower you will see:
case 0: dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt1;
break;
case 1:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt2;
break;
case 2:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt3;
break;
case 3:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt4;
break;
case 4:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt5;
break;
case 5:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt6;
break;
case 6:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt7;
break;
case 7:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt8;
break;
case 8:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt9;
break;
break;
case 1:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt2;
break;
case 2:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt3;
break;
case 3:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt4;
break;
case 4:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt5;
break;
case 5:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt6;
break;
case 6:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt7;
break;
case 7:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt8;
break;
case 8:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt9;
break;
case 9:
dwColorbuf = dwItemColor[g_Option.m_nToolTipText].dwAddedOpt10;
break;
If your stat is a % stat you will go lower and find:
if(nAddedOpt == 3 || nAddedOpt == 4) str.Format( "\n%s+%d%%", FindDstString( nAddedOptDST[nAddedOpt] ), nAddedValue );
Add in:
if(nAddedOpt == 3 || nAddedOpt == 4 || nAddedOpt == 9)
str.Format( "\n%s+%d%%", FindDstString( nAddedOptDST[nAddedOpt] ), nAddedValue );
str.Format( "\n%s+%d%%", FindDstString( nAddedOptDST[nAddedOpt] ), nAddedValue );
Search for:
dwItemColor[FIRST_TC].dwAddedOpt9 = D3DCOLOR_XRGB( 147, 112, 219 );
dwItemColor[FIRST_TC].dwAddedOpt10 = D3DCOLOR_XRGB( 147, 112, 219 );
WndManager.h
Search for:
Add in DWORD dwAddedOpt10;
DWORD dwAddedOpt9; //¹«±âÃß°¡¿É¼Ç1
HwOption.cpp
Search for:
add in yours under it:
g_WndMng.dwItemColor[m_nToolTipText].dwAddedOpt9 = D3DCOLOR_ARGB( 255, nR, nG, nB );
g_WndMng.dwItemColor[m_nToolTipText].dwAddedOpt10 = D3DCOLOR_ARGB( 255, nR, nG, nB );
Ultimate_GemAbility.txt
At the bottom, add in your effect.
ABILITY DST_SPEED
{
II_GEN_MAT_TOPAZ II_GEN_MAT_TOPAZ09 3 5 8 10 15
II_GEN_MAT_RUBY II_GEN_MAT_RUBY09 5 10 15 20 30
II_GEN_MAT_SAPPHIRE II_GEN_MAT_SAPPHIRE09 8 15 23 30 45
II_GEN_MAT_EMERALD II_GEN_MAT_EMERALD09 10 20 30 40 60
II_GEN_MAT_DIAMOND II_GEN_MAT_DIAMOND09 13 25 38 50 75
}
{
II_GEN_MAT_TOPAZ II_GEN_MAT_TOPAZ09 3 5 8 10 15
II_GEN_MAT_RUBY II_GEN_MAT_RUBY09 5 10 15 20 30
II_GEN_MAT_SAPPHIRE II_GEN_MAT_SAPPHIRE09 8 15 23 30 45
II_GEN_MAT_EMERALD II_GEN_MAT_EMERALD09 10 20 30 40 60
II_GEN_MAT_DIAMOND II_GEN_MAT_DIAMOND09 13 25 38 50 75
}
That should be it.