Registering new effects
This required Codeware and Redscript.
Prerequisites
Merging your custom .es file into static_effects.csv
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"]);
}
}Last updated