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Bandicoot

Sprites and bmp(item/collection) not visible

Question

Hey I've put Angel Wings ingame (after many problems tongue.png) and wanted to do the same with Luffy Hat(the strawhat) 

I've done it the same way as the Angel wings but the Sprites don't appear

 

made a Screen where you see the name of the sprites

post-2610-0-56491800-1391378582_thumb.jpgpost-2610-0-85459900-1391379442_thumb.jpg

 

On the second screen you can see that I tryed to make more customs.. tryed -.-

 

 

 

iteminfo.lub:

 

	[20001] = {		unidentifiedDisplayName = "Hut",		unidentifiedResourceName = "Luffy_Hat",		unidentifiedDescriptionName = {			"Hut",		},		identifiedDisplayName = "Strohhut",		identifiedResourceName = "Luffy_Hat",		identifiedDescriptionName = {			"Str +15, Dex +15",			"Range +3",			"Class : ^777777Headgear^000000",		},		slotCount = 4,		ClassNum = 2001		} 

 

accname.lub:

 

  [ACCESSORY_IDs.ACCESSORY_STROHHUT] = "_Luffy_Hat", 

 

accname_eng.lub:

 

[ACCESSORY_IDs.ACCESSORY_STROHHUT] = "_Luffy_Hat", 

 

accessoryid.lub:

 

 

ACCESSORY_STROHHUT = 2001 

 

by the way sorry for that many questions haha wink.png doing it the first time tongue.png

hope someone got that problems and know how to solve it !

 

It's every Custom Headgear I add..

shouldn't I write it direcly to those .lub files?

 

Edit: after I klick right of left on the items my client hang and I have to shut it down

Edited by Bandicoot

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Look's like you have wrong folder.

 

Standard is:

 

data

------- sprite

------- ------- 酒捞袍

------- ------- 厩技荤府

------- -------------- 巢

------- -------------- 咯

------- texture

------- ------- 蜡历牢磐其捞胶

------- -------------- item

------- -------------- collection

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also missing _ before

 

identifiedResourceName = "Luffy_Hat",

 

should be

 

identifiedResourceName = "_Luffy_Hat",

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Here an another example :/

 

accessoryid.lub

 

	ACCESSORY_ARCTICWINGS = 2004, 

accname.lub:

 

	[ACCESSORY_IDs.ACCESSORY_ARCTICWINGS] = "arcticwings", 

iteminfo.lub:

		[20004] = {		unidentifiedDisplayName = "Wings",		unidentifiedResourceName = "arcticwings",		unidentifiedDescriptionName = {			"Wings",		},		identifiedDisplayName = "Arctic Wings",		identifiedResourceName = "arcticwings",		identifiedDescriptionName = {			"Wings",		},		slotCount = 4,		ClassNum = 2004	},

 

My data Folder (client diffed to read data folder first because of test purpose)

 

ROdatasprite아이템 -> acticwings.spr +arcticwings.act

ROdatasprite악세사리남 -> ³²arcticwings.spr + ³²arcticwings.act

ROdatasprite악세사리여 -> ¿©arcticwings.spr + ¿©arcticwings.act

ROdatatexture유저인터페이스item -> arcticwings.bmp

ROdatatexture유저인터페이스collection -> arcticwings.bmp

 

 

It seems that i can only use the wings which were implemented

	[ACCESSORY_IDs.ACCESSORY_Butterfly_Wings] = "Butterfly_Wings",	[ACCESSORY_IDs.ACCESSORY_Fallen_Wings] = "Fallen_Wings",	[ACCESSORY_IDs.ACCESSORY_Niflheim_Wings] = "Niflheim_Wings",	[ACCESSORY_IDs.ACCESSORY_Demon_Wings] = "Demon_Wings",	[ACCESSORY_IDs.ACCESSORY_Satan_Wings] = "Satan_Wings",	[ACCESSORY_IDs.ACCESSORY_Shaman_Wings] = "Shaman_Wings",	[ACCESSORY_IDs.ACCESSORY_Vengeance_Wing] = "Vengeance_Wing",	[ACCESSORY_IDs.ACCESSORY_Vindicated_Wing] = "Vindicated_Wing",	[ACCESSORY_IDs.ACCESSORY_Saiyan_Hair] = "Saiyan_Hair",	[ACCESSORY_IDs.ACCESSORY_freya_crown] = "freya_crown",	[ACCESSORY_IDs.ACCESSORY_ANGEL_WINGS] = "Angel_Wings",

 

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Since this isn't necessarily an issue with the graphic part of the item, but more of the item file for the client, moving to client-side support.

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I found it out, finally *___*

 

i made it in my data folder ..

after i made it to a grf it worked with my first client!!

 

the data folder should've been for test purposes but made me just trouble :P thx anyway

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