yes, the number of these effects is displayed in the "# Feat(ure)" column.
the version 0.7.1 of shStudio does not let you edit / insert effect in a model (these fields were unknown when 0.7.1 was released).
it you want to insert some effect you can process as follows.
I will explain the required operations with the model #518 (listed here before)
- open monster.mon with shStudio (0.7.1)
- it shows you:
columns are:
* the index (rank) of the model in first column
* the name of the model in second column
* the name of the first texture file (several can be present)
* the name of the first 3D struct (several can be present)
* and some animations files
Edit: I confused myself with 2 versions 0.7.1 - one dated April 30th, 2011, which is an intermediate not released version, used to obtain this pict, and the correct 0.7.1 dated June 20th, 2011 that displays quite the same list and tailored editor than those of the 0.7.5 release.
shStudio 0.7.5 displays the full list of textures / vertices with a tailored dialog but this doesn't make any diff there (and the dialog is also not able (so far) to edit effects).
- since we want to edit the monster-model #518, we use the name of the model just after, meaning the #519 whose name is so "Mob_humf"
- open the monster.mon with HeX and search for that string, we obtain that:
(I select the length 8 (int*4, little-indian encoded) of the string together with the string itself,
(strings are length-prefixed and not null-terminated) take care to select the right string, with this sample several occurences of "Mob_humf" exist with postfix "1", "2", etc, their lengths are 09 and not 08, so check length & data. (another option is to do a hexa search (a string search first to get an occurence and copy its hexa encoding, then a hexa search with that copied data prefixed with the typed-in length (08000000 in this sample)).
- the model - record ends with the height of the monster (a float*4) then the effects array, this array contains the number of items as a int*4 followed by these items and each item is a flag as an int*4 (set to 1 to enable the effect, apparently) and the effect identifier also as an int*4, that value is the index of the effect defined in the monster.eft file (posted above).
so, if we look at bytes before the searched string we found (from end to end):
00000000: the number of effects for this model
93C8E13F: the height of model (3FE1C893h (*normal* order) = 1.763934 (float*4 IEEE))
to insert the effects 169 & 170 (same as model #551), we:
* let the height unchanged (of course)
* replace the number of effect 00000000 by 02000000
* *insert* 2 effect-records:
01000000 A9000000
01000000 AA000000
the data around our position so become:
Code:
4D 6F 62 5F 65 6C 6D 6D 31 5F 77 70 2E 64 64 73 "Mob_elmm1_wp.dds"
93 C8 E1 3F 1.763934
[COLOR="Red"]02[/COLOR] 00 00 00
[COLOR="Red"]01000000 A9000000
01000000 AA000000[/COLOR]
08 00 00 00
4D 6F 62 5F 68 75 6D 66 "Mob_humf"
of course, we can use the same logic to find out the effect of a known mob before to define (clone) them on a custom mob.
for instance if we search the model #551 (which is followed by "mob_demf"), we read:
Code:
[COLOR="Blue"]0003F750[/COLOR] 2E 33 44 43 12 00 00 00 4D 6F 62 5F 65 6C 6D 6D .3DC....Mob_elmm
[COLOR="Blue"]0003F760[/COLOR] 31 5F 77 70 5F 32 2E 64 64 73 89 11 F2 3F [COLOR="Cyan"]02 00[/COLOR] 1_wp_2.dds‰.ò?..
[COLOR="Blue"]0003F770[/COLOR] [COLOR="Cyan"]00 00[/COLOR] [COLOR="SeaGreen"]01 00 00 00[/COLOR] [COLOR="Lime"]A9 00 00 00[/COLOR] [COLOR="SeaGreen"]01 00 00 00[/COLOR] [COLOR="Lime"]AA 00[/COLOR] 1 / A9h; 1 / AAh
[COLOR="Blue"]0003F780[/COLOR] [COLOR="Lime"]00 00[/COLOR] [COLOR="Purple"]08 00 00 00 6D 6F 62 5F 64 65 6D 66[/COLOR] [COLOR="Purple"]......mob_demf[/COLOR]
.