This is about this topic: (post #10 from Castor)
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I write here 'cause that post is old and we can't post there.
I've inserted 2 effects in a mob in this sequence:
02000000 <- was 00000000 before
01000000 <-enabled
??000000 <-fx1 id
01000000 <-enabled
??000000 <-fx2 id
?? = number of effect from Castor's monster.eft dump
And it works fine in game. Tried mixing random effects and it looks at least 'interesting' to see.
My question is: are these effects made using textured 2D polygons?
Could it be that these polygons made the mob be stuck on the floor (he stands in a place but wont move any where else)
It happened to me in one of several tests, the mob would only fight me when I'm next to him, if I run he won't chase me or try to attack me.
----------------------------------------------------------------------------------
Update:
I thought this might help someone who's just starting in editing a client,
so I've made some screenshots. Before reading this, be sure to read Castor's posts, for a better understanding.
Note: My OS are in spanish, I'll try to explain the options in english
First, we open Monster.mon in SStudio and choose a model
(In this case I'm gonna use my Model#727: a_TesterGuy_1
You can see it says 0 in the # Feat. column:
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----------------------------------------------------------------------------------
Now we open Monster.mon again, but this time with HxD, and search for our model name
(In my case it was a_TesterGuy_1 so we press CTRL + F and search for it)
Remember to search on the right side of the window.
When you find it, scroll down to the next model name, and look before it. You will see the last
texture name from our model, in my case it was fnx_test2_a2.dds
Highlight that filename in the right panel, and you'll see on the left, the corresponding bytes also highlighted.
Now, the next 4 bytes, are the model Height, and the next 4 bytes (they'll be zeros in most cases), are the amount of effects that model use (in this case, zero=none):
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----------------------------------------------------------------------------------
Now, we're going to add 1 effect. For this we have to insert 8 more bytes
(4 to indicate that FX is enabled, and 4 more to indicate the Effect #ID)
So put the cursor after the last zero in 00 00 00 00
Now go to main menu, Edit -> Insert Bytes
And a window will pop up.
Fill it like this:
-Ammount: 8
-Fill pattern: 00
-Be sure "Hex" is checked.
-And press OK
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----------------------------------------------------------------------------------
Now, you should have 8 more bytes with 00 value each.
Your data should look something like this:
(the 01 in red, will be a 00 in black in your case, is ok)
The highlighted part, are the 8 bytes we've just added.
[Only registered and activated users can see links. Click Here To Register...]
----------------------------------------------------------------------------------
Now, remember the first 4 bytes right after the height bytes, are the amount of FX our model will use, so set the first byte to 01
It should say 01 00 00 00 - 00 00 00 00 - 00 00 00 00 now (without the "-").
Now, the second 4 bytes (enabled/disabled flag), set it to 01 also.
It should say 01 00 00 00 - 01 00 00 00 - 00 00 00 00 now.
Now the final one, the ID of the effect (taken from Castor's dump list).
On the 4 final bytes, put the ID number of the effect you choose.
In my case I've choose effect #168 (red aura around mob), wich in hex will be A8. You can use windows calc to translate decimal to Hex.
Write that number on the first of the final 4 bytes.
You should end up having:01 00 00 00 - 01 00 00 00 - A8 00 00 00
It will look like this:
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----------------------------------------------------------------------------------
Now save the file (Monster.mon), close it, and open it again in Shaiya Studio.
Go to the model you just edited.
It should say "1" now, in the # Feat. column:
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Now put that file in your client (using Data File Tool or making a .patch)
Update your client, go in-game and create a mob that use the model you edited.
It should show the effect now:
[Only registered and activated users can see links. Click Here To Register...]
(in my case I've used a black smoke-like effect, and it's a little dark, that's
why it doesn't show too much in the picture, but it looks better when you are
in-game)
----------------------------------------------------------------------------------
Well that's all, sorry again for my english.
And all credits for this post goes to Castor who shared the info on "how it works" and how we could insert the effects .
Question:
I have a doubt. If I want to use effect #267, which in Hex is 10B, how do I write that in those 4 bytes?
10 B0 00 00 ?
B0 10 00 00?
Or how :confused:?
[Only registered and activated users can see links. Click Here To Register...]
I write here 'cause that post is old and we can't post there.
I've inserted 2 effects in a mob in this sequence:
02000000 <- was 00000000 before
01000000 <-enabled
??000000 <-fx1 id
01000000 <-enabled
??000000 <-fx2 id
?? = number of effect from Castor's monster.eft dump
And it works fine in game. Tried mixing random effects and it looks at least 'interesting' to see.
My question is: are these effects made using textured 2D polygons?
Could it be that these polygons made the mob be stuck on the floor (he stands in a place but wont move any where else)
It happened to me in one of several tests, the mob would only fight me when I'm next to him, if I run he won't chase me or try to attack me.
----------------------------------------------------------------------------------
Update:
I thought this might help someone who's just starting in editing a client,
so I've made some screenshots. Before reading this, be sure to read Castor's posts, for a better understanding.
Note: My OS are in spanish, I'll try to explain the options in english
First, we open Monster.mon in SStudio and choose a model
(In this case I'm gonna use my Model#727: a_TesterGuy_1
You can see it says 0 in the # Feat. column:
[Only registered and activated users can see links. Click Here To Register...]
----------------------------------------------------------------------------------
Now we open Monster.mon again, but this time with HxD, and search for our model name
(In my case it was a_TesterGuy_1 so we press CTRL + F and search for it)
Remember to search on the right side of the window.
When you find it, scroll down to the next model name, and look before it. You will see the last
texture name from our model, in my case it was fnx_test2_a2.dds
Highlight that filename in the right panel, and you'll see on the left, the corresponding bytes also highlighted.
Now, the next 4 bytes, are the model Height, and the next 4 bytes (they'll be zeros in most cases), are the amount of effects that model use (in this case, zero=none):
[Only registered and activated users can see links. Click Here To Register...]
----------------------------------------------------------------------------------
Now, we're going to add 1 effect. For this we have to insert 8 more bytes
(4 to indicate that FX is enabled, and 4 more to indicate the Effect #ID)
So put the cursor after the last zero in 00 00 00 00
Now go to main menu, Edit -> Insert Bytes
And a window will pop up.
Fill it like this:
-Ammount: 8
-Fill pattern: 00
-Be sure "Hex" is checked.
-And press OK
[Only registered and activated users can see links. Click Here To Register...]
----------------------------------------------------------------------------------
Now, you should have 8 more bytes with 00 value each.
Your data should look something like this:
(the 01 in red, will be a 00 in black in your case, is ok)
The highlighted part, are the 8 bytes we've just added.
[Only registered and activated users can see links. Click Here To Register...]
----------------------------------------------------------------------------------
Now, remember the first 4 bytes right after the height bytes, are the amount of FX our model will use, so set the first byte to 01
It should say 01 00 00 00 - 00 00 00 00 - 00 00 00 00 now (without the "-").
Now, the second 4 bytes (enabled/disabled flag), set it to 01 also.
It should say 01 00 00 00 - 01 00 00 00 - 00 00 00 00 now.
Now the final one, the ID of the effect (taken from Castor's dump list).
On the 4 final bytes, put the ID number of the effect you choose.
In my case I've choose effect #168 (red aura around mob), wich in hex will be A8. You can use windows calc to translate decimal to Hex.
Write that number on the first of the final 4 bytes.
You should end up having:01 00 00 00 - 01 00 00 00 - A8 00 00 00
It will look like this:
[Only registered and activated users can see links. Click Here To Register...]
----------------------------------------------------------------------------------
Now save the file (Monster.mon), close it, and open it again in Shaiya Studio.
Go to the model you just edited.
It should say "1" now, in the # Feat. column:
[Only registered and activated users can see links. Click Here To Register...]
Now put that file in your client (using Data File Tool or making a .patch)
Update your client, go in-game and create a mob that use the model you edited.
It should show the effect now:
[Only registered and activated users can see links. Click Here To Register...]
(in my case I've used a black smoke-like effect, and it's a little dark, that's
why it doesn't show too much in the picture, but it looks better when you are
in-game)
----------------------------------------------------------------------------------
Well that's all, sorry again for my english.
And all credits for this post goes to Castor who shared the info on "how it works" and how we could insert the effects .
Question:
I have a doubt. If I want to use effect #267, which in Hex is 10B, how do I write that in those 4 bytes?
10 B0 00 00 ?
B0 10 00 00?
Or how :confused:?