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[GUIDE] How Add Custom Itens 2021 (visual)


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Hello, a lot of people ask me for support for this, and I think something is so simple, but I still want to help them, well I know that just writing is not enough, so I made a video teaching my BRAZILIAN community how to do it, but also I made a text file and I teach for the AMERICAN community too, well you can watch and see if you can follow, I found it easier.

Video complete: 

Server database editor

GRF editor

Client hexed 20200604

Current emulator rathena

Notepad ++

My aura DEATH

After the whole process:
image.png.80d874a9ffc8a84ef20ca3408e4986cd.png

Quickly learn how to add custons to the latest rathena emulator with item_db.yml

0 - open your main GRF that is reading
luafiles514 (in the example of the video is my data.grf because I don't have another one) and extract ACCNAME.LUB | ACCESSORYID.LUB

image.thumb.png.6c705766aadd1ca72406e835f720fc78.png

 

1 - add your custom visual name to data\luafiles514\datainfo\accname.lub

 

1904381674_notepad_rfykqWvB1u.thumb.png.5b965a50c5e7cdbdfad83f6384da6d87.png

2 - add your custom visual ID to data\luafiles514\datainfo\AccessoryId.lub

[ACCESSORY_IDs.ACCESSORY_DEATH] = "_DEATH", 


the _ (underline) is mandatory in this process because the client places the female and male symbol at the beginning to identify the folders.

1027251347_notepad_rlF14PYAL1.png.9058bb9cdd2d44d0d29f45fd40c01346.png

 

ACCESSORY_NAME = LAST ID,

My:

ACCESSORY_DEATH = 2006

3 - Configure the item_db.yml in the server data base editor ( select the PRE-RE or RE folder from your rathena emulator database)

Link download SDE compatible item_db.yml http://www.mediafire.com/download/p0zhcc8ipa6cjt3 .| 


note: this version tokei made me available for testing, it's official, but I believe that here on rathena it hasn't been released, so it's a beta version. 

obs: you can copy the id of some item like i did with id 500 and redirect it to the new ID.

CTRL + SHIFT + D (copy ... id)image.png.bfb16bdd75b55781864e7271c6a4613f.png

I used 250001 as an example.

SDE_5UJwefKgb5.thumb.png.89ccb1505229b0031b510f64f757f300.png

 

4 - create the id on iteminfo.lub

identifiedDisplayName = item name after identifying or if already identified.
identifiedResourceName = location where the item's sprite will be in the inventory / collection or when it drops
identifiedDescriptionName = item description after identifying or if already identified.

everything unidentified on the front will be when the item is not identified.

1564078521_notepad_VKUqS8imtg.thumb.png.5dc1052c01580e4555a3b6fdcfe836ab.png

my code:
 

[250001] = {
		unidentifiedDisplayName = "Death Aura",
		unidentifiedResourceName = "DEATH",
		unidentifiedDescriptionName = {
		},
		identifiedDisplayName = "Death Aura",
		identifiedResourceName = "DEATH",
		identifiedDescriptionName = {
			"A snack of a piece of walnut mixed with chocolate and rounded together.",
			"I don't know why walnut carries it.",
			"________________________",
			"Heals 10% HP and 10% SP.",
			"________________________",
			"^ff0000(The item is deleted after the event ends.)^000000",
			"________________________",
			"^0000CCWeight:^000000 1"
		},
		slotCount = 0,
		ClassNum = 0,
		costume = false
	},

5 - place the files in the respective folders.

¾ÆÀÌÅÛ - folder that holds the spr e act of the items when dragged.
¾Ç¼¼»ç¸®/³²/ - folder of the equipped male look
¾Ç¼¼»ç¸®/¿©/ - folder of the equipped female look

data\luafiles514\datainfo\accname.lub - this is where you define the visual name
data\luafiles514\datainfo\AccessoryId.lub - file is where you define the view id of the visual.
 
image.png.980ccf6c6873c4c9691cc413d29e9366.png

image.png.77a40a586f7ebf7157d6715983bb8343.png
image.png.5d1efa0f88bfca9937ee725a619fc38f.png

image.png.37b1a4922a5b4a05ee7c4d728feaefb1.png

image.png.849b4eed8de481e40f21bc0afd5cde0f.png


If you did not understand the tutorial and would like to see how I did it in practice, see the full video at the top.

Thank you rAthena!!

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Just now, M a p l e said:

costume = true

it is not necessary. this custom refers to @costume (christmas and etc.) does not work for visuals.

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The costume property in the iteminfo is for the placement of the items in the storage (there is a special costume tab dedicated for this).

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Hallo i following your trial, but i got problem with language

here the result

im using client 2019-06-05fRagexe_patched
 

screenrathenaPRE001.jpg

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On 1/29/2024 at 2:10 AM, ManokStreZ said:

Hallo i following your trial, but i got problem with language

here the result

im using client 2019-06-05fRagexe_patched
 

screenrathenaPRE001.jpg

THIS PART IS NOT INSIDE THE GRF EDIT, IS INSIDE YOUR RO FOLDER/SYSTEM.

4 - create the id on iteminfo.lub

identifiedDisplayName = item name after identifying or if already identified.
identifiedResourceName = location where the item's sprite will be in the inventory / collection or when it drops
identifiedDescriptionName = item description after identifying or if already identified.

everything unidentified on the front will be when the item is not identified.

Edited by sfj209jfo-p
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