It looks like you're trying to add a shield based item. The naming of the shield sprite .ACT and .SPR can be found here (naming differs based on class). That link also provides the location of where you place your shield. As for the view ID it's based on the following:
Shield-type items (List # signifies the sprite it will refer to show):
Guard, Novice Guard
Buckler
Shield, Holy Guard, Evangelist
Mirror Shield
E.g - Custom Shield utilizing a NON-Custom Sprite
2141,Dwarven_Guard,Dwarven Guard,5,500,,300,,4,,1,0xFFFFFFFF,7,2,32,,0,1,1,{ if(getrefine()>6){ bonus bMdef, 2;}},{},{}
- This sprite will appear as a guard
Step 1. You MUST utilize an item db # range of the item within 2101~2199. So any of those numbers is perfectly fine to use. (Client hard coded this range for acceptable shields to view)
Step 2. The type must be set to armor which is 5. (Shields are armor type equipments)
Step 3. The view ID determines the kind of sprite to present.
After adding your sprite to the appropriate client side areas you should be good.
Since shields don't share the flexibility as weapons do (you can name a weapon sprite file to contain a number which is equal to the item DB number in the acceptable weapon ID range and your weapon will call that specific custom sprite) which I believe is right, you have to replace the pre-existing shields sprites with your own and have it appear there. Again refer to the sprite bible. If I'm wrong on this matter (I haven't personally added a custom shield sprite before) please make sure to correct my mistake.