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Custom Effects

Arys edited this page Feb 3, 2024 · 1 revision

Adding Custom Effects

  1. You will need to add the CustomEffectsTemplate.cs to the root game object containing your effects in the EFT-SDK
    • You should match your game object hierarchy and scripts/components to how BSG handles their respective assets
    • Do NOT add BSG's Effects.cs script/component to the root game object in your bundle
  2. Populate the EffectsArray field in the Inspector with your effects
  3. Export your effects bundle
  4. Open your effects bundle with UABEA and modify the following lines in the CustomEffectsTemplate MonoScript (not MonoBehaviour):
    • m_Namespace = "CustomAssetImporter.Templates"
    • m_AssemblyName = "Arys-CustomAssetImporter.dll"
    • This is an example of what it should look like after the above changes: ModifyEffectsBundle
  5. Place your effects bundle in this folder directory when you are packaging your mod: BepInEx/plugins/Arys-CustomAssetImporter/assets/effects/
  6. If everything has been done correctly, the custom effect name can then be referenced by other mods including server mods
    • For example, say a new explosion effect was added via this framework with the Name rpg_explosion
    • A mod like Choccy's RPG-7 can now use the custom effect name rpg_explosion in the ExplosionType property of the RPG-7's item template json

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