If you look at Phoenix, it is pretty much the same. I did this for Frem. Very simple.
First you need to make the item itself.
After that, go to Descriptors.cs in the db project.
Search for ActivateEffects
Now add
Now in the XML, follow this example:
Code:
<Object type="0x7016" id="100 Fame" ext="true"> <!-- Change the type and id -->
<Class>Equipment</Class>
<Item />
<Texture>
<File>lofiObj3</File>
<Index>0xe0</Index>
</Texture>
<SlotType>10</SlotType>
<Description>When consumed, gives fame.</Description>
<Sound>use_potion</Sound>
<Activate amount="100">Fame</Activate>
<Consumable />
<Potion />
<BagType>2</BagType>
</Object>
This is for fame, but similarly for gold, just change fame to gold
Code:
<Activate amount="100">Fame</Activate>
Now you need to go to Player.UseItem.cs in wServer/realm/entities/player
Now this is a bit different for Fab I think
Code:
case ActivateEffects.Fame:
{
var db1 = new Database(Program.Settings.GetValue("conn"));
db1.UpdateFame(client.Account, eff.Amount);
}
break;
case ActivateEffects.Gold:
{
var db1 = new Database(Program.Settings.GetValue("conn"));
db1.UpdateCredit(client.Account, eff.Amount);
}
break;
Tell me if you get any errors from that code