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Enhance your game by adding tailored visual effects to items when they appear on the ground. This approach allows you to assign distinct effects based on item attributes, creating a more immersive experience.

Overview

This guide demonstrates how to implement a system where dropped items can have different effects, such as glows or animations, depending on their rarity or type. You can filter items by their unique identifiers (vnum), category, and subtype, then assign corresponding effects. For example, rare items might emit a shimmering glow, while legendary items could have a distinct starry border.


Step 1: Extending the Item Data Structure

First, you'll need to modify the core item class to include new effect identifiers.

1. Locate and edit the header file:

Open UserInterface/PythonItem.h and find the following line:

      
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2. Add an enumeration for effect types:

Just above this line, insert:

      
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This enumeration categorizes different effects, making it easier to assign and manage them.


Step 2: Managing Effect IDs

Next, declare variables to hold the effect identifiers.

1. Find the line:

      
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2. Before it, insert function prototypes:

      
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3. Locate the member variable:

      
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4. Replace it with an array to hold multiple effect IDs:

      
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Step 3: Configuring Effects in the Implementation

Proceed to the .cpp file:

Open UserInterface/PythonItem.cpp and find the section responsible for attaching effects:

      
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1. Replace with:

      
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This modification ensures that each item can have its effect dynamically determined based on its properties.


Step 4: Initializing Effect Files

Now, you need to specify which effect files correspond to each category.

1. Locate the Create method:

      
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2. Replace its entire content with:

      
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Note: Ensure that these effect files exist in your project directory, or create custom effects as needed.


Step 5: Clearing Effects on Item Pickup

When an item is picked up, reset the effect identifiers to prevent unintended persistence.

1. Find the line:

      
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2. Immediately after, add:

      
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This clears all effect IDs for the current item instance.


Step 6: Registering and Attaching Effects

Finally, implement the helper functions responsible for registering effects and determining which effect to apply based on item properties.

1. After the destructor of your class, add:

      
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2. Implement the effect selection logic:

      
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Tip: Customize the switch cases to match your game's item vnums, types, and subtypes. You can also extend the EDropItemEffects enum for more effect categories.


Final Remarks

By following these steps, you can effectively assign distinct visual effects to items dropped on the ground, enriching the visual experience for players. Remember to create and register your custom effect files and adjust the logic to suit your specific game mechanics.

 

Feel free to extend the EDropItemEffects enumeration to include more categories, such as mythic or event-specific effects, for even greater customization.

 

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