Solved[FAB] Floor having status effect.

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[FAB] Floor having status effect.
So i was going through Dat0 to use the lab floor as a base for my new floor, but i noticed i can't change the status effect, is it a client sided thing or server, sided if anyone knows how i can change a floor to have a status effect, could please tell me, thank you.
Quote Originally Posted by katiente View Post
So i was going through Dat0 to use the lab floor as a base for my new floor, but i noticed i can't change the status effect, is it a client sided thing or server, sided if anyone knows how i can change a floor to have a status effect, could please tell me, thank you.
Code:
<Ground type="0x70" id="Lava">
      <Texture>
         <File>lofiEnvironment</File>
         <Index>0x70</Index>
      </Texture>
      <MinDamage>30</MinDamage>
      <MaxDamage>60</MaxDamage>
      <Animate dx=".33" dy=".33">Flow</Animate>
      <Sink/>
      <Speed>.666</Speed>
   </Ground>
see that ya

i don't know if u can just add regular xml type effects to them, but if u can't code it urself in like descriptor.cs and stuff
Quote Originally Posted by Demon View Post
Code:
<Ground type="0x70" id="Lava">
      <Texture>
         <File>lofiEnvironment</File>
         <Index>0x70</Index>
      </Texture>
      <MinDamage>30</MinDamage>
      <MaxDamage>60</MaxDamage>
      <Animate dx=".33" dy=".33">Flow</Animate>
      <Sink/>
      <Speed>.666</Speed>
   </Ground>
see that ya

i don't know if u can just add regular xml type effects to them, but if u can't code it urself in like descriptor.cs and stuff
That was an amazing explaination xd
Quote Originally Posted by katiente View Post
That was an amazing explaination xd
XD sry, i was at school
You have to add the floor to a handler, simply search the id of the floor that already has something like this and you're ready
wServer/networking/handlers/MoveHandler.cs
Check out the function at the bottom, that is what causes the lab tiles to do what they do. (If you add another function, make sure to call it in the main (HandlePacket) function.
Example (how the lab tile function is called):
Code:
CheckLabConditions(client.Player, packet);
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