Experienced Elementalist
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Hello Ragezone !
Today I'll show you in this noob-friendly-guide how to add new Piercing cards to your Private Server.
We'll add two piercing for weapons (called (S) and(M)), and two piercing for armors (10% and 15%).
You don't have to edit something in sources, all of the modifications are in your Resource folder.
Let's start !
First Step : defineItem.h
A very simple step, only define the new items like others by this model :
The ID have to be an exclusive ID, two items can't have the same.
For example, if the number 40008 is already used, you have to change the id of "II_GEN_MAT_ELE_SAND10". The ID can't be higher that 65535.
Second Step : propitem.txt/Spec_Item.txt
Very simple to understand with this kind of items, you only have to copy and past it where you want in your Spec_Item.txt or in your propitem.txt. It will be much easier for you if you past it in the bottom of the file.
Third Step : mdlDyna.inc
Very easy too, just past the following code in mdlDyna.inc. However, you can't past it where you want. I chosen to past them with the other piercing cards (near the line 3495).
Fourth Step : propitem.txt.txt
It's the file where we define the name and the description (as they will appear in game).
You can modify names and descriptions as you want, I give you a model :
You have to modify this kind of files if you want to translate your p-server for example.
Fifth step : propItemEtc.inc
Here, we'll add bonuses. Put them in propitem.txt.txt isn't enough to define them
You have to find this line first (near 543 for me) :
Then, define bonuses BEFORE by past theses lines :
It's very easy to modify it. If, for example, you want the Fire Card (S) add +75% of HP, you only have to modify in "Piercing II_GEN_MAT_ELE_CANDLE10" the value of DST_HP_MAX_RATE, which finally done :
The other kind of bonus are all defined in defineAttribute.h
When you completed propItemEtc.inc, you have to save all the files we modified and put them in the right .res file.
For data.res : defineItem.h / propItemEtc.inc / mdlDyna.inc
For dataSub2.res : Spec_Item.txt (or propitem.txt) and propitem.txt.txt
And you're done !
If you have a question and you want me to answer you, please, ask me below in this topic. I'll be faster as if you send me MP or if you post in help section.
Today I'll show you in this noob-friendly-guide how to add new Piercing cards to your Private Server.
We'll add two piercing for weapons (called (S) and(M)), and two piercing for armors (10% and 15%).
You don't have to edit something in sources, all of the modifications are in your Resource folder.
Let's start !
First Step : defineItem.h
A very simple step, only define the new items like others by this model :
You have to copy and past it in your defineItem.h BEFORE the endif which is in the bottom of the file.#define [Exclusive item name] [ID]
The ID have to be an exclusive ID, two items can't have the same.
//10% and 15%
#define II_GEN_MAT_ELE_CANDLE10 40000
#define II_GEN_MAT_ELE_CANDLE15 40001
#define II_GEN_MAT_ELE_RAIN10 40002
#define II_GEN_MAT_ELE_RAIN15 40003
#define II_GEN_MAT_ELE_BREEZE10 40004
#define II_GEN_MAT_ELE_BREEZE15 40005
#define II_GEN_MAT_ELE_SPARK10 40006
#define II_GEN_MAT_ELE_SPARK15 40007
#define II_GEN_MAT_ELE_SAND10 40008
#define II_GEN_MAT_ELE_SAND15 40009
//(S) and (M)
#define II_GEN_MAT_ELE_CANDLES 40010
#define II_GEN_MAT_ELE_CANDLEM 40011
#define II_GEN_MAT_ELE_RAINATKS 40012
#define II_GEN_MAT_ELE_RAINATKM 40013
#define II_GEN_MAT_ELE_BREEZEATKS 40014
#define II_GEN_MAT_ELE_BREEZEATKM 40015
#define II_GEN_MAT_ELE_SPARKATKS 40016
#define II_GEN_MAT_ELE_SPARKATKM 40017
#define II_GEN_MAT_ELE_SANDATKS 40018
#define II_GEN_MAT_ELE_SANDATKM 40019
#define II_GEN_MAT_ELE_CANDLE10 40000
#define II_GEN_MAT_ELE_CANDLE15 40001
#define II_GEN_MAT_ELE_RAIN10 40002
#define II_GEN_MAT_ELE_RAIN15 40003
#define II_GEN_MAT_ELE_BREEZE10 40004
#define II_GEN_MAT_ELE_BREEZE15 40005
#define II_GEN_MAT_ELE_SPARK10 40006
#define II_GEN_MAT_ELE_SPARK15 40007
#define II_GEN_MAT_ELE_SAND10 40008
#define II_GEN_MAT_ELE_SAND15 40009
//(S) and (M)
#define II_GEN_MAT_ELE_CANDLES 40010
#define II_GEN_MAT_ELE_CANDLEM 40011
#define II_GEN_MAT_ELE_RAINATKS 40012
#define II_GEN_MAT_ELE_RAINATKM 40013
#define II_GEN_MAT_ELE_BREEZEATKS 40014
#define II_GEN_MAT_ELE_BREEZEATKM 40015
#define II_GEN_MAT_ELE_SPARKATKS 40016
#define II_GEN_MAT_ELE_SPARKATKM 40017
#define II_GEN_MAT_ELE_SANDATKS 40018
#define II_GEN_MAT_ELE_SANDATKM 40019
For example, if the number 40008 is already used, you have to change the id of "II_GEN_MAT_ELE_SAND10". The ID can't be higher that 65535.
Second Step : propitem.txt/Spec_Item.txt
Very simple to understand with this kind of items, you only have to copy and past it where you want in your Spec_Item.txt or in your propitem.txt. It will be much easier for you if you past it in the bottom of the file.
12 II_GEN_MAT_ELE_CANDLES IDS_PROPITEM_TXT_016020 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _FIRE = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleCandle.dds""" 0 """""" IDS_PROPITEM_TXT_016021
12 II_GEN_MAT_ELE_CANDLEM IDS_PROPITEM_TXT_016022 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _FIRE = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleCandle.dds""" 0 """""" IDS_PROPITEM_TXT_016023
12 II_GEN_MAT_ELE_RAINATKS IDS_PROPITEM_TXT_016024 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _WATER = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleRainatk.dds""" 0 """""" IDS_PROPITEM_TXT_016025
12 II_GEN_MAT_ELE_RAINATKM IDS_PROPITEM_TXT_016026 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _WATER = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleRainatk.dds""" 0 """""" IDS_PROPITEM_TXT_016027
12 II_GEN_MAT_ELE_BREEZEATKS IDS_PROPITEM_TXT_016028 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _WIND = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleBreezeatk.dds""" 0 """""" IDS_PROPITEM_TXT_016029
12 II_GEN_MAT_ELE_BREEZEATKM IDS_PROPITEM_TXT_016030 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _WIND = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleBreezeatk.dds""" 0 """""" IDS_PROPITEM_TXT_016031
12 II_GEN_MAT_ELE_SPARKATKS IDS_PROPITEM_TXT_016032 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _ELECTRICITY = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleSparkatk.dds""" 0 """""" IDS_PROPITEM_TXT_016033
12 II_GEN_MAT_ELE_SPARKATKM IDS_PROPITEM_TXT_016034 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _ELECTRICITY = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleSparkatk.dds""" 0 """""" IDS_PROPITEM_TXT_016035
12 II_GEN_MAT_ELE_SANDATKS IDS_PROPITEM_TXT_016036 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _EARTH = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleSandatk.dds""" 0 """""" IDS_PROPITEM_TXT_016037
12 II_GEN_MAT_ELE_SANDATKM IDS_PROPITEM_TXT_016038 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _EARTH = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleSandatk.dds""" 0 """""" IDS_PROPITEM_TXT_016039
//Cartes 10 et 15%
12 II_GEN_MAT_ELE_CANDLE10 IDS_PROPITEM_TXT_016000 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _FIRE = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleFlame.dds""" 0 """""" IDS_PROPITEM_TXT_016001
12 II_GEN_MAT_ELE_CANDLE15 IDS_PROPITEM_TXT_016002 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _FIRE = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleFlame.dds""" 0 """""" IDS_PROPITEM_TXT_016003
12 II_GEN_MAT_ELE_RAIN10 IDS_PROPITEM_TXT_016004 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _WATER = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleRiver.dds""" 0 """""" IDS_PROPITEM_TXT_016005
12 II_GEN_MAT_ELE_RAIN15 IDS_PROPITEM_TXT_016006 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _WATER = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleRiver.dds""" 0 """""" IDS_PROPITEM_TXT_016007
12 II_GEN_MAT_ELE_BREEZE10 IDS_PROPITEM_TXT_016008 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _WIND = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleCyclon.dds""" 0 """""" IDS_PROPITEM_TXT_016009
12 II_GEN_MAT_ELE_BREEZE15 IDS_PROPITEM_TXT_016010 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _WIND = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleCyclon.dds""" 0 """""" IDS_PROPITEM_TXT_016011
12 II_GEN_MAT_ELE_SPARK10 IDS_PROPITEM_TXT_016012 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _ELECTRICITY = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleGenerator.dds""" 0 """""" IDS_PROPITEM_TXT_016013
12 II_GEN_MAT_ELE_SPARK15 IDS_PROPITEM_TXT_016014 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _ELECTRICITY = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleGenerator.dds""" 0 """""" IDS_PROPITEM_TXT_016015
12 II_GEN_MAT_ELE_SAND10 IDS_PROPITEM_TXT_016016 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _EARTH = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleDesert.dds""" 0 """""" IDS_PROPITEM_TXT_016017
12 II_GEN_MAT_ELE_SAND15 IDS_PROPITEM_TXT_016018 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _EARTH = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleDesert.dds""" 0 """""" IDS_PROPITEM_TXT_016019
12 II_GEN_MAT_ELE_CANDLEM IDS_PROPITEM_TXT_016022 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _FIRE = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleCandle.dds""" 0 """""" IDS_PROPITEM_TXT_016023
12 II_GEN_MAT_ELE_RAINATKS IDS_PROPITEM_TXT_016024 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _WATER = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleRainatk.dds""" 0 """""" IDS_PROPITEM_TXT_016025
12 II_GEN_MAT_ELE_RAINATKM IDS_PROPITEM_TXT_016026 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _WATER = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleRainatk.dds""" 0 """""" IDS_PROPITEM_TXT_016027
12 II_GEN_MAT_ELE_BREEZEATKS IDS_PROPITEM_TXT_016028 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _WIND = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleBreezeatk.dds""" 0 """""" IDS_PROPITEM_TXT_016029
12 II_GEN_MAT_ELE_BREEZEATKM IDS_PROPITEM_TXT_016030 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _WIND = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleBreezeatk.dds""" 0 """""" IDS_PROPITEM_TXT_016031
12 II_GEN_MAT_ELE_SPARKATKS IDS_PROPITEM_TXT_016032 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _ELECTRICITY = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleSparkatk.dds""" 0 """""" IDS_PROPITEM_TXT_016033
12 II_GEN_MAT_ELE_SPARKATKM IDS_PROPITEM_TXT_016034 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _ELECTRICITY = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleSparkatk.dds""" 0 """""" IDS_PROPITEM_TXT_016035
12 II_GEN_MAT_ELE_SANDATKS IDS_PROPITEM_TXT_016036 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _EARTH = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleSandatk.dds""" 0 """""" IDS_PROPITEM_TXT_016037
12 II_GEN_MAT_ELE_SANDATKM IDS_PROPITEM_TXT_016038 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD2 = TRUE = = 10000 = = = = = = = 0 = = 1 200 = 4 = = = = = _EARTH = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleSandatk.dds""" 0 """""" IDS_PROPITEM_TXT_016039
//Cartes 10 et 15%
12 II_GEN_MAT_ELE_CANDLE10 IDS_PROPITEM_TXT_016000 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _FIRE = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleFlame.dds""" 0 """""" IDS_PROPITEM_TXT_016001
12 II_GEN_MAT_ELE_CANDLE15 IDS_PROPITEM_TXT_016002 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _FIRE = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleFlame.dds""" 0 """""" IDS_PROPITEM_TXT_016003
12 II_GEN_MAT_ELE_RAIN10 IDS_PROPITEM_TXT_016004 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _WATER = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleRiver.dds""" 0 """""" IDS_PROPITEM_TXT_016005
12 II_GEN_MAT_ELE_RAIN15 IDS_PROPITEM_TXT_016006 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _WATER = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleRiver.dds""" 0 """""" IDS_PROPITEM_TXT_016007
12 II_GEN_MAT_ELE_BREEZE10 IDS_PROPITEM_TXT_016008 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _WIND = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleCyclon.dds""" 0 """""" IDS_PROPITEM_TXT_016009
12 II_GEN_MAT_ELE_BREEZE15 IDS_PROPITEM_TXT_016010 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _WIND = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleCyclon.dds""" 0 """""" IDS_PROPITEM_TXT_016011
12 II_GEN_MAT_ELE_SPARK10 IDS_PROPITEM_TXT_016012 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _ELECTRICITY = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleGenerator.dds""" 0 """""" IDS_PROPITEM_TXT_016013
12 II_GEN_MAT_ELE_SPARK15 IDS_PROPITEM_TXT_016014 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _ELECTRICITY = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleGenerator.dds""" 0 """""" IDS_PROPITEM_TXT_016015
12 II_GEN_MAT_ELE_SAND10 IDS_PROPITEM_TXT_016016 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _EARTH = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleDesert.dds""" 0 """""" IDS_PROPITEM_TXT_016017
12 II_GEN_MAT_ELE_SAND15 IDS_PROPITEM_TXT_016018 1 9999 IK1_GENERAL IK2_MATERIAL IK3_SOCKETCARD = TRUE = = 2000 = = = = = = = 0 = = 1 200 = 4 = = = = = _EARTH = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 0 0 0 0 0 = = = = = = = = = = = = = 1 = = = """Itm_GenMatEleDesert.dds""" 0 """""" IDS_PROPITEM_TXT_016019
Third Step : mdlDyna.inc
Very easy too, just past the following code in mdlDyna.inc. However, you can't past it where you want. I chosen to past them with the other piercing cards (near the line 3495).
"GenMatEleDeck" II_GEN_MAT_ELE_CANDLE10 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_CANDLE15 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_RAIN10 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_RAIN15 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_BREEZE10 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_BREEZE15 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_SPARK10 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_SPARK15 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_SAND10 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_SAND15 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_CANDLES MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_CANDLEM MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_RAINATKS MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_RAINATKM MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_BREEZEATKS MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_BREEZEATKM MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_SPARKATKS MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_SPARKATKM MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_SANDATKS MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_SANDATKM MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_CANDLE15 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_RAIN10 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_RAIN15 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_BREEZE10 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_BREEZE15 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_SPARK10 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_SPARK15 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_SAND10 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_SAND15 MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_CANDLES MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_CANDLEM MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_RAINATKS MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_RAINATKM MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_BREEZEATKS MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_BREEZEATKM MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_SPARKATKS MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_SPARKATKM MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_SANDATKS MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
"GenMatEleDeck" II_GEN_MAT_ELE_SANDATKM MODELTYPE_MESH "" 0 MD_NEAR 0 1.0f 0 1 ATEX_NONE 1
Fourth Step : propitem.txt.txt
It's the file where we define the name and the description (as they will appear in game).
You can modify names and descriptions as you want, I give you a model :
IDS_PROPITEM_TXT_016000 Volcano Card(10%)
IDS_PROPITEM_TXT_016001 +10% HP (When placed in a pierced suit)
IDS_PROPITEM_TXT_016002 Volcano Card(15%)
IDS_PROPITEM_TXT_016003 +15% HP (When placed in pierced suit)
IDS_PROPITEM_TXT_016004 Ocean Card(10%)
IDS_PROPITEM_TXT_016005 +10% MP (When placed in a pierced suit)
IDS_PROPITEM_TXT_016006 Ocean Card(15%)
IDS_PROPITEM_TXT_016007 +15% MP (When placed in a pierced suit)
IDS_PROPITEM_TXT_016008 Vacuum Card(10%)
IDS_PROPITEM_TXT_016009 +10% FP (When placed in a pierced suit)
IDS_PROPITEM_TXT_016010 Vacuum Card(15%)
IDS_PROPITEM_TXT_016011 +15% FP (When placed in a pierced suit)
IDS_PROPITEM_TXT_016012 Lightning Card(10%)
IDS_PROPITEM_TXT_016013 +10% Attack (When placed in a pierced suit)
IDS_PROPITEM_TXT_016014 Lightning Card(15%)
IDS_PROPITEM_TXT_016015 +15% Attack (When placed in a pierced suit)
IDS_PROPITEM_TXT_016016 Earthquake Card(10%)
IDS_PROPITEM_TXT_016017 +10% Defense (When placed in a pierced suit)
IDS_PROPITEM_TXT_016018 Earthquake Card(15%)
IDS_PROPITEM_TXT_016019 +15% Defense (When placed in a pierced suit)
IDS_PROPITEM_TXT_016020 Fire Card (S)
IDS_PROPITEM_TXT_016021 Gives +10 STR, +5% Critical Damage when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016022 Fire Card (M)
IDS_PROPITEM_TXT_016023 Gives +15 STR, +7% Critical Damage when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016024 Water Card (S)
IDS_PROPITEM_TXT_016025 Gives +10 INT, -5% Casting Time when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016026 Water Card (M)
IDS_PROPITEM_TXT_016027 Gives +15 INT, -7% Casting Time when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016028 Wind Card (S)
IDS_PROPITEM_TXT_016029 Gives +10% Run Speed, +5% Atk Speed when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016030 Wind Card (M)
IDS_PROPITEM_TXT_016031 Gives +15% Run Speed, +7% Atk Speed when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016032 Electric Card (S)
IDS_PROPITEM_TXT_016033 Gives +10 DEX, Critical Hit Rate +5% when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016034 Electric Card (M)
IDS_PROPITEM_TXT_016035 Gives +15 DEX, Critical Hit Rate +7% when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016036 Land Card (S)
IDS_PROPITEM_TXT_016037 Gives +10 STA when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016038 Land Card (M)
IDS_PROPITEM_TXT_016039 Gives +15 STA when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016001 +10% HP (When placed in a pierced suit)
IDS_PROPITEM_TXT_016002 Volcano Card(15%)
IDS_PROPITEM_TXT_016003 +15% HP (When placed in pierced suit)
IDS_PROPITEM_TXT_016004 Ocean Card(10%)
IDS_PROPITEM_TXT_016005 +10% MP (When placed in a pierced suit)
IDS_PROPITEM_TXT_016006 Ocean Card(15%)
IDS_PROPITEM_TXT_016007 +15% MP (When placed in a pierced suit)
IDS_PROPITEM_TXT_016008 Vacuum Card(10%)
IDS_PROPITEM_TXT_016009 +10% FP (When placed in a pierced suit)
IDS_PROPITEM_TXT_016010 Vacuum Card(15%)
IDS_PROPITEM_TXT_016011 +15% FP (When placed in a pierced suit)
IDS_PROPITEM_TXT_016012 Lightning Card(10%)
IDS_PROPITEM_TXT_016013 +10% Attack (When placed in a pierced suit)
IDS_PROPITEM_TXT_016014 Lightning Card(15%)
IDS_PROPITEM_TXT_016015 +15% Attack (When placed in a pierced suit)
IDS_PROPITEM_TXT_016016 Earthquake Card(10%)
IDS_PROPITEM_TXT_016017 +10% Defense (When placed in a pierced suit)
IDS_PROPITEM_TXT_016018 Earthquake Card(15%)
IDS_PROPITEM_TXT_016019 +15% Defense (When placed in a pierced suit)
IDS_PROPITEM_TXT_016020 Fire Card (S)
IDS_PROPITEM_TXT_016021 Gives +10 STR, +5% Critical Damage when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016022 Fire Card (M)
IDS_PROPITEM_TXT_016023 Gives +15 STR, +7% Critical Damage when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016024 Water Card (S)
IDS_PROPITEM_TXT_016025 Gives +10 INT, -5% Casting Time when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016026 Water Card (M)
IDS_PROPITEM_TXT_016027 Gives +15 INT, -7% Casting Time when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016028 Wind Card (S)
IDS_PROPITEM_TXT_016029 Gives +10% Run Speed, +5% Atk Speed when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016030 Wind Card (M)
IDS_PROPITEM_TXT_016031 Gives +15% Run Speed, +7% Atk Speed when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016032 Electric Card (S)
IDS_PROPITEM_TXT_016033 Gives +10 DEX, Critical Hit Rate +5% when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016034 Electric Card (M)
IDS_PROPITEM_TXT_016035 Gives +15 DEX, Critical Hit Rate +7% when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016036 Land Card (S)
IDS_PROPITEM_TXT_016037 Gives +10 STA when applied to a pierced weapon or shield.
IDS_PROPITEM_TXT_016038 Land Card (M)
IDS_PROPITEM_TXT_016039 Gives +15 STA when applied to a pierced weapon or shield.
You have to modify this kind of files if you want to translate your p-server for example.
Fifth step : propItemEtc.inc
Here, we'll add bonuses. Put them in propitem.txt.txt isn't enough to define them
You have to find this line first (near 543 for me) :
//============================== SET_ITEM START ========================//
Then, define bonuses BEFORE by past theses lines :
Piercing II_GEN_MAT_ELE_CANDLE10
{
DST_HP_MAX_RATE 10
}
Piercing II_GEN_MAT_ELE_CANDLE15
{
DST_HP_MAX_RATE 15
}
Piercing II_GEN_MAT_ELE_RAIN10
{
DST_MP_MAX_RATE 10
}
Piercing II_GEN_MAT_ELE_RAIN15
{
DST_MP_MAX_RATE 15
}
Piercing II_GEN_MAT_ELE_SPARK10
{
DST_ATKPOWER_RATE 10
}
Piercing II_GEN_MAT_ELE_SPARK15
{
DST_ATKPOWER_RATE 15
}
Piercing II_GEN_MAT_ELE_SAND10
{
DST_ADJDEF_RATE 10
}
Piercing II_GEN_MAT_ELE_SAND15
{
DST_ADJDEF_RATE 15
}
Piercing II_GEN_MAT_ELE_BREEZE10
{
DST_FP_MAX_RATE 10
}
Piercing II_GEN_MAT_ELE_BREEZE15
{
DST_FP_MAX_RATE 15
}
Piercing II_GEN_MAT_ELE_RAINATKS
{
DST_INT 10
DST_SPELL_RATE 5
}
Piercing II_GEN_MAT_ELE_RAINATKM
{
DST_INT 15
DST_SPELL_RATE 7
}
Piercing II_GEN_MAT_ELE_CANDLES
{
DST_STR 10
DST_CRITICAL_BONUS 5
}
Piercing II_GEN_MAT_ELE_CANDLEM
{
DST_STR 15
DST_CRITICAL_BONUS 7
}
Piercing II_GEN_MAT_ELE_SPARKATKS
{
DST_DEX 10
DST_CHR_CHANCECRITICAL 5
}
Piercing II_GEN_MAT_ELE_SPARKATKM
{
DST_DEX 15
DST_CHR_CHANCECRITICAL 7
}
Piercing II_GEN_MAT_ELE_BREEZEATKS
{
DST_SPEED 10
DST_ATTACKSPEED 100
}
Piercing II_GEN_MAT_ELE_BREEZEATKM
{
DST_SPEED 15
DST_ATTACKSPEED 140
}
Piercing II_GEN_MAT_ELE_SANDATKS
{
DST_STA 10
}
Piercing II_GEN_MAT_ELE_SANDATKM
{
DST_STA 15
}
{
DST_HP_MAX_RATE 10
}
Piercing II_GEN_MAT_ELE_CANDLE15
{
DST_HP_MAX_RATE 15
}
Piercing II_GEN_MAT_ELE_RAIN10
{
DST_MP_MAX_RATE 10
}
Piercing II_GEN_MAT_ELE_RAIN15
{
DST_MP_MAX_RATE 15
}
Piercing II_GEN_MAT_ELE_SPARK10
{
DST_ATKPOWER_RATE 10
}
Piercing II_GEN_MAT_ELE_SPARK15
{
DST_ATKPOWER_RATE 15
}
Piercing II_GEN_MAT_ELE_SAND10
{
DST_ADJDEF_RATE 10
}
Piercing II_GEN_MAT_ELE_SAND15
{
DST_ADJDEF_RATE 15
}
Piercing II_GEN_MAT_ELE_BREEZE10
{
DST_FP_MAX_RATE 10
}
Piercing II_GEN_MAT_ELE_BREEZE15
{
DST_FP_MAX_RATE 15
}
Piercing II_GEN_MAT_ELE_RAINATKS
{
DST_INT 10
DST_SPELL_RATE 5
}
Piercing II_GEN_MAT_ELE_RAINATKM
{
DST_INT 15
DST_SPELL_RATE 7
}
Piercing II_GEN_MAT_ELE_CANDLES
{
DST_STR 10
DST_CRITICAL_BONUS 5
}
Piercing II_GEN_MAT_ELE_CANDLEM
{
DST_STR 15
DST_CRITICAL_BONUS 7
}
Piercing II_GEN_MAT_ELE_SPARKATKS
{
DST_DEX 10
DST_CHR_CHANCECRITICAL 5
}
Piercing II_GEN_MAT_ELE_SPARKATKM
{
DST_DEX 15
DST_CHR_CHANCECRITICAL 7
}
Piercing II_GEN_MAT_ELE_BREEZEATKS
{
DST_SPEED 10
DST_ATTACKSPEED 100
}
Piercing II_GEN_MAT_ELE_BREEZEATKM
{
DST_SPEED 15
DST_ATTACKSPEED 140
}
Piercing II_GEN_MAT_ELE_SANDATKS
{
DST_STA 10
}
Piercing II_GEN_MAT_ELE_SANDATKM
{
DST_STA 15
}
It's very easy to modify it. If, for example, you want the Fire Card (S) add +75% of HP, you only have to modify in "Piercing II_GEN_MAT_ELE_CANDLE10" the value of DST_HP_MAX_RATE, which finally done :
Piercing II_GEN_MAT_ELE_CANDLE10
{
DST_HP_MAX_RATE 75
}
{
DST_HP_MAX_RATE 75
}
The other kind of bonus are all defined in defineAttribute.h
When you completed propItemEtc.inc, you have to save all the files we modified and put them in the right .res file.
For data.res : defineItem.h / propItemEtc.inc / mdlDyna.inc
For dataSub2.res : Spec_Item.txt (or propitem.txt) and propitem.txt.txt
And you're done !
If you have a question and you want me to answer you, please, ask me below in this topic. I'll be faster as if you send me MP or if you post in help section.