Garments
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¶
- Go to the end of the table
RobeNameTable
andRobeNameTable_Eng
, add[SPRITE_ROBE_IDs.ROBE_Angel_Wing ] = "Angel_Wing"
at the end and a,
after the last entry before yours. - At the end of
RobeTopLayer
addSPRITE_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¶
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.