# [GUIDE] ROBE/WINGS Installation Guide (2021)

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Posted (edited)

Many ask me for support, although there is a guide here from another member on the forum., for some reason this guide, besides being outdated, has files that don't exist (iteminfo.lub with another name) and it confuses a lot of people

Quick guide to hands-on teaching you how to install garment on your rAthena emulator and Client-side

Note: The garments are not considerable common looks, so they do not use Accessoryid.lub and accname.lub.

Features we’re going to use:
• iteminfo.lua
• SpriteRobeId.lub
• SpriteRobeName.lub
• item_db_equip.yml
• 1 image Collection
• 1 bmp image for inventory
• 1 spr and act of item when dragged
• 1 spr and act of the equipment (male or female)

STEP 1

First let’s add the name we want to the client-side System/iteminfo.lub

Orange = Item id
Green = collection/act/spr file name
Blue = Title name
Purple = item description

[250001] = {
unidentifiedDisplayName = "Unidentified Garment",
unidentifiedResourceName = "후드",
unidentifiedDescriptionName = {
"Can be identified by using a ^990099Magnifier^000000."
},
identifiedDisplayName = "Super Angel Wing",
identifiedResourceName = "Angel_wing",
identifiedDescriptionName = {
"White wings of a holy Archangel.",
"____________",
"^0000CCType:^000000 Garment",
"^0000CCDefense:^000000 18",
"^0000CCWeight:^000000 20",
"____________",
"^0000CCRequirement:^000000 None"
},
slotCount = 1,
ClassNum = 1,
costume = false
},

• In the print it will look like this:

STEP 2

Add file name in data\luafiles514\lua files\Datainfo\SpriteRobeName.lub

search for RobeNameTable, and at the end of the last robe you add yours, like this:

RobeNameTable = {
...
[SPRITE_ROBE_IDs.ROBE_C_Sakura_Wing] = "C_Sakura_Wing",
[SPRITE_ROBE_IDs.ROBE_Angel_Wing] = "Angel_Wing",
}

If yours has this RobeNameTable_Eng, also put it:

RobeNameTable_Eng = {
...
[SPRITE_ROBE_IDs.ROBE_C_Sakura_Wing] = "C_Sakura_Wing",
[SPRITE_ROBE_IDs.ROBE_Angel_Wing] = "Angel_Wing",
}

Now let’s go to SpriteRobeId.lub, you will find something like:

ROBE_C_BlackBear_Back_TW = 81,
ROBE_Calabash = 82,
ROBE_C_Sakura_Wing = 83

Just add one more id, remember to add the comma in the previous one. (marked in blue)

ROBE_C_BlackBear_Back_TW = 81,
ROBE_Calabash = 82,
ROBE_C_Sakura_Wing = 83,
ROBE_Angel_Wing = 84

The bureaucratic part is almost over… now you need to open your item_db.yml, I particularly love using tokei’s SERVER DATA BASE EDITOR, if you don’t know what it is, you can click in link here or direct download here. In this tutorial I’m going to use SDE, but I’ll also show you how the result will look in .YML if you don’t want to download and just copy it.

First I looked up the ID of the item I want to make, to make sure it doesn’t have it yet.

Now I’m going to right click on any item or id and select the option COPY TO…

Obs: the ideal is you already get the id of some wing, for example the ArchAngel which is the 2573 as we are going to make a wing, it can be the same as it. (if I were to make a sword for example or something related in the back, it could be Thanatos Sword as an example)

and you put the new id, in the case of the example it is the 250001

If you notice the Archangel Wings VIEWID is the 1:

So let’s put the ID of our custom, which is 84, the ID we chose in the file SpriteRobeID.lub

Staying like this in the Server data base:

In YML it looked like this, after saving:

Now the bureaucratic part is definitely over, let’s just copy the files to the data folder and connect.

STEP 3

Let’s go to the files now, the paths we’re going to use is:

inventory= data\texture\À¯ÀúÀÎÅÍÆäÀÌ½º\item\
Collection = data\texture\À¯ÀúÀÎÅÍÆäÀÌ½º\collection\
drag inventory = data\sprite\¾ÆÀÌÅÛ\
wing (Male) = data\sprite\·Îºê\Angel_Wing\³²\

Note: Currently the client only reads the file by the name of the class, I’m going to use the LEARN (novice) class in the example, but ideally you use a garment generator and generate the same file for all classes (I think this one can be a good gerator *I haven’t tested it yet*

But let’s test only with 1 class to test, as I said, I’ll use the apprentice, the sprite name is: ÃÊº¸ÀÚ_³²

first let’s paste the textures,
Collection folder in place data\texture\À¯ÀúÀÎÅÍÆäÀÌ½º\collection\

folder item inventory = data\texture\À¯ÀúÀÎÅÍÆäÀÌ½º\item\

Now we can go to the Sprites,
Drop inventory = data\sprite\¾ÆÀÌÅÛ\

wing (male) = data\sprite\·Îºê\Angel_Wing\³²\
Note that the filename goes one folder before, and in the file goes the class name, this can be repeated for the female folder.

in-game looked like this on @item 250001 with the class @job 0

Some observations:
1 – I had to change the SDE from (4) to 8192 to test if the robe custom was right, so that’s why it’s in the look tab and not the Equip tab, but I saw that it doesn’t make a difference, so disregard it.

2 – If the Wing appears on the ALT+Q but does not appear on the character as in this image below

you probably don’t have the id in transparentitem.lub is 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 so here:

84 = is ID

{ 84, 255, 255, 0 },

Edited by Froost
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hello, thank you for the guide I did all of it, but my sprite didnt show up in the equip menu or in the character.
and I need that the sprite show in front of the character sprite.

like this example that I am using a normal item.

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Posted (edited)
On 7/17/2021 at 7:29 PM, ffman22 said:

hello, thank you for the guide I did all of it, but my sprite didnt show up in the equip menu or in the character.
and I need that the sprite show in front of the character sprite.

like this example that I am using a normal item.

garment= back, there is no cape that you use in front.

it looks like the 2dlayerdir file in the lua files you can set to bring forward, but I haven't tested it. (zell tip)

Edited by Froost
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8 hours ago, Froost said:

garment= back, there is no cape that you use in front.

it looks like the 2dlayerdir file in the lua files you can set to bring forward, but I haven't tested it. (zell tip)

we are using head gear for the moment, but we want to use the system of the garmet, that with one item it use different act for each class so in that way the same item can match the animation with each class.

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