Item skins

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Hany

Golden Oldie
Golden Oldie
Feb 28, 2005
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Hi all, I know this may sound really nooby.

Mir 2.3 btw.

But I have no clue lmao - Well i want to change the skins on items, ive looked in the TBL_STDITEMS, and theres FLD_SHAPE which im guessing is the skin number, as all items have diff numbers, well most. But how do u know what number is which skin, and where are your skins :S.

Thanks in advance
 

Dookie

LOMCN Veteran
Veteran
Aug 5, 2004
294
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The number of the image in the wil file is the number you put in the database. And it's not FLD_SHAPE it's FLD_IMGINDEX.

Ooooh Magic.
 
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MythRohan

LOMCN Veteran
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Nov 18, 2011
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Northant's Town : Serious Gamer
The number of the image in the wil file is the number you put in the database. And it's not FLD_SHAPE it's FLD_IMGINDEX.

Ooooh Magic.

he clearly ment STD_Shape.... FLD_IMGINDEX is the file that the name mode shape and weight ect..and he asked if any1 knew where he can find the numbers for FLD_Shape... i cant find them either..i use hh8 and i find how to put items on ur char screen n bag look but when it comes to the char holding item n hitting mobs looks diff to the number i use from dnitems and stateitems?? any 1 acturly kno what im on about??

sum help would b great thx

MythRohan
 
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Gezza

Golden Oldie
Golden Oldie
Sep 23, 2008
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uk
Its the looks field, stdmode is what type of item it is ie ring brace, shape is used for different things on different items, this is for heros files but some is the same for 2.3.
Stdmode
Code:
0 medicines   
A food   
2    
3 rolls   
4 skill books   
5 weapons   
6 weapons   
7 skill books   
8    
9    
10 bracelets (man)   
11 clothes (woman)   
15 helmets   
19 necklaces   
20 necklaces   
21 necklaces   
22 rings   
23 rings   
24 bracelets   
25 agrees with, poison   
26 bracelets   
28 angel article database fields Shape set up the angel's type, 1 - 10 represents different angels  
29 horse brand article database fields Shape set up the type of the horse, 51 - 55 represents different horses  
Source field is not lost with time at 1 o'clock lastingly in 30 lighting thing article data, it is lasting to lose with time for 0  
31 bundles hold articles   
52 shoes   
53 gems   
54 belts   
62 shoes   
63 gems   
64 belts

Code:
(1)Idx attribute shows the sequence number of the database (remember the serial number don't be repeated) 

(2)Name attribute shows: 
Name of the things 

(3)Stdmode equipment attribute: 
10 - men clothing 
11 - women clothing 
5- singlehanded 
6 - both hands 
30 - candles 
22 - poison, incantations 
42- make raw materials 

=======================================================
(4)This attribute (clothes reveal that put on the sample, the ornament represents its special function) of shape 

" 5" Express " fighting clothes of soul " Sample. 
" 4" Express " magic gown " Sample. 
" 3" Show " heavy suit of armour " Sample. 

19~21 : Necklace 
It is 19 o'clock, ac2 and mac2 represent the magic is avoided and lucky 
It is 20 o'clock, ac2 is accurate, mac2 is quick 
It is 21 o'clock, ac2 resumes for physical power, mac2 resumes for the magic 
24~26 : Bracelet 
It is 24 o'clock, ac2 represents accurately, mac2 represents quickly 
It is 26 o'clock, ac and ac2 respectively represent physics and defend upper limit and lower limit, mac and mac2 respectively represent the magic and defend upper limit and lower limit 
22~23 : Ring 
It is 22 o'clock, ac and ac2 respectively represent physics and defend upper limit and lower limit, mac and mac2 respectively represent the magic and defend upper limit and lower limit 
+ 

Shape value:  
Memory helmet 125  
Memory ring 122  
Memory bracelet 124  World is unified  
Memory necklace 123  

Blood ring 133 of evil spirit  Rainbow evil spirit ring 136 
The blood necklace 134 mp of evil spirit transfers to hp rainbow evil spirit bracelet 137 and sucks hp 
Blood bracelet 135 of evil spirit  Rainbow evil spirit necklace 138 

Mysterious ring 130  Pray the ring is 128 
Mysterious belt 131  Random attribute  Pray the bracelet is 126  
Mysterious helmet 132  Pray the helmet is 129 

Stealthy ring 111  Convey the ring 112  
Paralysis ring 113  Revive the ring 114  
Flame ring 115  Cure the ring 116 
Lucky ring 117  Protect oneself ring 118  
Load ring 119 

Skill necklace 120  
Survey the necklace 121 
Resume hp/mp113 

To weapon: 
When shape value and reserved value are 30 and 12 respectively, once the weapon can't be taken down when taking, disappear only after dying (blood sword) 
When only reserved value is 8, the weapon is taken and can be taken down, the death that but once fight, will disappear 
=====================================================================================
(5)Weight attribute is the weight of the things. 

(6)Looks attribute (reveal the sample and sample in equipping the fence in the article fence of the clothes) 

" Heavy suit of armour (man) " or" Suit of armour of the god of war (man) " or" Suit of armour of steel (man) "  62 
" Magic gown (man) " or" Devil's gown (man) " or" Holy dragon's evil spirit robe (man) "  63 
" Fighting clothes of soul (man) " or" Ghost's fighting clothes (man) " or" Safe smooth fighting clothes (man) "  64 

" Heavy suit of armour (woman) " or" Suit of armour of the god of war (woman) " or" Suit of armour of steel (woman) "  82 
" Magic gown (woman) " or" Devil's gown (woman) " or" Holy dragon's evil spirit robe (woman) "  83 
" Fighting clothes of soul (woman) " or" Ghost's fighting clothes (woman) " or" Safe smooth fighting clothes (woman) "  84 


(7)The lasting attribute of duramax things: In the variable here " 1000" Show lasting degree of one, so " 40000" Show 40 lasting degrees! 

(8)The attribute of clothes and weapon: 
" ac"  Defend the lower limit of strength 
" ac2"  Defend the upper limit of strength 
" mac"  The evil spirit defends lower limit 
" mac2"  The evil spirit defends upper limit 
" dc"  Lower limit of the physical attack  
" dc2"  Upper limit of physical attack  Over 255 is taken with oneself and attacked to reduce into 0 
" mc"  Attack lower limit of the magic 
" mc2"  Attack upper limit of the magic 
" sc"  Skill lower limit of the avenue 
" sc2"  Skill upper limit of the avenue 
" needlevel"  Need the grade 
" price"  Price 


(9)When articles are the ornament: 
" ac2"  It is accurate to show 
" mac2"  Show quickly 
" ac"  Show that defends lower limit 
" ac2"  Show that defends upper limit 
" mac"  Show the evil spirit resists lower limit 
" mac2"  Show the evil spirit resists upper limit 

The attribute of medicine: 
Potent metal-inflicted wound medicine: hp +90 
The database reflects: 
ac 90 
Potent sun water: hp +50 mp +80 
The database reflects: 
ac 50 
mac 80 
It seems like this that here 
Ac expresses the value before hp (note hp: 200/300,The value before 200 is, the value after 300 is. )
Mac expresses the value before mp 

Special: 
Some uncommon special medicine: 
The enhanced water of life: The vitality is promoted by 120 seconds temporarily '  Worth +50) after hp in 120 seconds  
The database reflects: 
ac 50 
mac2 120 
The enhanced water of magic: Magic force promoted by 120 seconds temporarily '  Worth +50) after mp in 120 seconds  
mac 50 
mac2 120 
Then here 
Value after ac expresses hp 
Value after mac expresses mp 
Mac2 has expressed time 
Everybody knows apples are that each attribute increases by 240 seconds temporarily, in his ac2 is 2, should then be the same as weapon, ac2 shows accurately! 

(10)Is stock a stock      
(11)Need shows that limits the kind: 
0 is limited for the grade 
In order to attack the restriction 1 
2 is limited for the magic 
3 is limited for a skill 
(12)Needlevel has been expressed (need) Concrete quantity limited. 

Meaning of comparative highest grade of articles after in addition stock place above is not meaning held in store but easy to produce suddenly and violently to have and say on the net, everybody's all right oneself's test 
 



60: Increase new equipment new and strange method and skill in DB storehouse: 
Legendary 4F increases new equipment new and strange method and skill in DB storehouse 
It will certainly play everybody grand without being sick of ited those not made it equip,will certainly want to increase too by some equipment of original creation on one's own 4F.  
Tell everybody one skill to utilize and COPY let 100% equipment that establish succeed, will not make mistakes more!  
Operate specifically:  
For example I want one [overbearing supernatural commoner '  Man) ] 
Open StdItems.DB with DB Commander Shortcut, find the original commoner (man) at first Data click as behind being blue,choose to draw by menu under appearing EDIT in DB Commander Shortcut,if you can't draw by menu, disappear some COPY RECORDs of inside later. Whom the intersection of point and EDIT appear at this moment lay, draw inside the menu selecting, succeeding that could select ashy 2 that can't choose originally and then, he will copied a commoner's materials in the bottom of the storehouse automatically after choosing PASTE RECORD APPEND. The last one of the serial number that IDX is made into the articles above by the serial number is all right. NAME is made into [overbearing supernatural commoner by the name '  Man) ]It is COPY commoner '  Man) All the clothes for men too so equipment attribute and appearance attribute,etc. needn't be fixed, the ones that should revise are only now:  
DURAMAX: This is lasting, pay attention to 1000 here =A point in the game is lasting, is so 40000 if the one that takes 40 is lasting.  
AC and AC2 need me speak more defence and defend upper limit.  
MAC and MAC2 are defended defending upper limit with the evil spirit by the evil spirit.  
DC and DC2 attack and attack upper limit.  
MC and MC2 are magic strength and magic strength upper limit.  
SC and SC2 are a skill and a skill upper limit.  
Change at will, make into of 225 by oneself here. . . . . Have a try oneself.  
Pay attention to changing 225 at most! ! ! ! ! ! ! ! ! ! !
 
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