Registering new effects
This required Codeware and Redscript.
Prerequisites
You already have an .es file with your custom effect
Using the method below will add Redscript and Codeware to your mod's dependencies
Merging your custom .es file into static_effects.csv
Create a new file in r6/scripts/yourname
and call it something like registerEffects.reds
. Paste the following content:
class EffectFactoryTest extends ScriptableService {
private cb func OnLoad() {
GameInstance.GetCallbackSystem().RegisterCallback(n"Resource/Loaded", this, n"OnEffectFactoryLoad")
.AddTarget(ResourceTarget.Path(r"base\\gameplay\\game_effects\\static_effects.csv"));
}
private cb func OnEffectFactoryLoad(event: ref<ResourceEvent>) {
let csv = event.GetResource() as C2dArray;
ArrayPush(csv.data, ["my_effect", "mymod\\effect.es"]);
}
}
That's it. After this script gets executed, your effect is now available.
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