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Garments

Original by Froost

Files

Note: I will use Angel_Wing as example.
The Client requires for each class and per gender 2 files (.spr & .act),
but since that might take a while to do and rename,
you can use a generator like this, Garment Generator
and generate the required files for all classes (I haven't tested it yet)

But let's test only with 1 class to test:
I'll use Novice (Male), the sprite name for that is Ãʺ¸ÀÚ_³²

Sprites
  • robe (male) = data\sprite\·Îºê\Angel_Wing\³²
  • robe (Female) = data\sprite\·Îºê\Angel_Wing\¿©

Note: You can copy&paste the male sprites into the female folder and rename them like mentioned above.

Step 2 - Lua Files
Afterwards we need to add some entries in the spriterobename.lub and spriterobeid.lub

SpriteRobeID

Add ROBE_Angel_Wing = 84 at the end and a , after the last entry before yours.

SpriteRobeName
  1. Go to the end of the table RobeNameTable and RobeNameTable_Eng, add [SPRITE_ROBE_IDs.ROBE_Angel_Wing ] = "Angel_Wing" at the end and a , after the last entry before yours.
  2. At the end of RobeTopLayer add SPRITE_ROBE_IDs.ROBE_Angel_Wing (remember the ,)
TransparentItem

If the Wing appears on the ALT+Q but does not appear on the character itself,
you need to make an additional edit in the transparentItem\transparentItem.lub.
It's an extra file that controls the transparency of the item,
this file's default for non-existent ids is 0 (transparent) so you just open it and add at the end
{ 84, 255, 255, 0 },
84 = is the ID

Convert Custom Wings (Headgears) to Robes

Original by madtoyz

Converting your custom Wings, which can be headgears is fairly simple
Take the guide above in consideration, but instead of extra files for robes,
you take the headgears files from data\sprite\¾Ç¼¼»ç¸®\³² and data\sprite\¾Ç¼¼»ç¸®\¿©
as base and insert them the same way as above in the ·Îºê folder.