Well, I decided to spend my night hours constructively and make a 'Customizing your client' guide. Firstly I'd like to point out that RageZone does NOT support client editing and this guide is for EDUCATIONAL purposes ONLY. As of such, any client mods that you do are on you, if Gravity Inc. sues you, it's on you. Secondly, I'd like to apologize for the lack of images in this tutorial, I'm taking a break from gaming for a while.
All the STBs are in Korean due to Triggersoft, the original creators, being Korean. Use Google Translate and your imagination lol
Okay, for this tutorial, I'll be using tools from Dev-OsRose and some other programs;
VFSNextGen (If you get tired of extracting one by one, click here.)
STB Editor (Brett19 [Used because it parses in the STL entries if you have the STL file])
STL Editor (Bhaal)
ZSC Editor (Sethanye & Maxxon)
ZMS Viewer (Spark [Supports most major image types])
If you feel like recoloring stuff or making a texture for your own stuff, you'll need a program with DDS editing capabilities, such as Paint.Net, Adobe Photoshop (With plugin), and GIMP 2.0 (With plugin).
How To: Change Announcements/Tips
Stick your VFS editor of choice into your Rose folder and open it. Depending on which one you chose you'll either be able to dive straight into things or you'll be asked for data.idx (The file which contains the structure for the VFS files). If the VFS(s) you are opening/want to open have a modified structure, like some larger pservers do, USE THE SECOND VFS EDITOR. Since the second one asks for data.idx, it's able to read the modified structure while an editor such as VFSNextGen has a preset structure format and does not load from data.idx. Anyway, navigate from where you are when you open the VFS to the STB folder, generally 3DDATA\STB. Then extract HELP_S.STL to w/e and open it with the STL editor provided. Change the entries as you see fit, save it and open up the VFS editor again. Navigate to the same place, and DELETE the original non-modified file from the VFS. If you try to add the modified file back into the VFS while the non-modified file still exists in it, it may cause some problems for you because it doesn't overwrite. Then, after the non-modified file is deleted, add the modified file into the VFS in the EXACT folder you extracted the original from. Make SURE the path in the Add window is the correct path! After that, you should be good, start up the client and see if that worked for you. If it didn't, you probably messed up, read this again and then try again.
How To: Change the Music In-Game and Sound Effects
Yeah, only doing this one now because I can't find a download link for Arnold's old STB editor, the one that isn't compatible with Vista. If anyone wants to upload the installer for that, I'll post maybe a few more topics here, either that or they'll come on Wednesday/Thursday. Well, this one does not require any of the tools provided above but you do need an OGG converter. All the game music is in OGG Vorbis format. If you happen to have a Macintosh or a friend with a Macintosh willing to convert music for you, get Switch. It's freeware for Mac, but shareware for Windows. If you don't feel like buying that, Windows users get Audacity and the Lame MP3 Encoder. Anyway, open your Rose Online folder and open the Sound folder inside of it. Take your pick of the music you want to change, for this example, I'll be changing the BGM (Background Music) of the Magic City of Eucar in Luna. Find the OGG file Town01_lunar.ogg in the BGM folder and remove it from the folder. Just because I feel like it, I'll be changing it to ''Til the End of Time' from Star Ocean 3. Since I'm on a Mac right now, I'd open Switch and put the MP3 for 'TIl the End of Time into the browser provided and change the output type to OGG and start the converting. If I were on Windows, I'd open the MP3 in Audacity and open the File menu and choose 'Export as Ogg Vorbis...' and let it convert. Once you have it converted, rename it to Town01_lunar, it must have the same name as the file it replaces or else the game won't load it. Stick the new file in the BGM folder and you're good to go.
http://bluelaguna.net/ - Nice play to get music for in-game
[Addition]
Just something I figured out a while ago with the whole changing weather stuff. As it turns out, the sound for a map is determined in LIST_ZONE.STB, there should be two columns (The 7th and 8th columns) having a path to an OGG file. The first is the day time music, the second is the night time music. So, if you add a new map like Heliopolis of Oro, define the path to the music in there. Still needs to be an Ogg Vorbis file to my extent of knowledge...
How To: Change Loading Screens
For this one, you'll need a DDS editor and a STB editor. Open up the VFS with you editor and navigate to 3DDATA\CONTROL\LOADING and you can either change the ones there or you can add your own, which I'll get to in a bit. So, extract them, open in your DDS editor and save, delete the original in the VFS and put the modified back in. If you want to add a new loading screen, just put the image in there, it loads randomly. However, if you'd like to set a loading screen for a planet, such as Luna <-> Junon, or Junon <-> Eldeon or Eldeon <-> Luna, etc, you'll have to make an STB entry in LIST_LOADING.STB. I honestly have no idea how it works, the fourth column that cotains numbers like 501-503 is titled 'Zone, Planets, Minute No.' which someow, you get the number 501-503 out of. Oro is 504. Possibly, the final number, in 501, 1, is the planet number, Junon is 1, Luna 2, Eldeon 3, Oro 4, Ska 5, etc. So if that helps good for you, maybe you can explain it to me if you figure it out >.>.
How To: Add More Options to the Character Create Menu
For this one, you actually have to do some simple programming! Open the VFS and navigate to SCRIPTS and extract SYSTEMFUNC.LUA, this file contains a bunch of nice things that the game does. Double-click it and once a dialogue appears saying that *.lua is an unknown file type, choose the radio button that says 'Select a program from a list' and open it with any word editing software, preferably Notepad. Find where it says:
In this 'list' of sorts, the items in parentheses ( <- These things, I don't know how to spell it >.< ->) go like this (Identifier, "String", Corresponding Entry). For the identifiers, 0 = Sex, 1 = Face, 2 = Hair, 3 = Starting Point, 4 = Birth Stone. So, if you wanted to add new hair or a new face, firstly, you'd need to put the hair in the client, which means also giving it an STB entry in LIST_HAIR.STB and an entry in both LIST_MHAIR.ZSC and LIST_WHAIR.ZSC, then add "SC_AddSelectItem4CreateAvatar( Identifier, "String", Corresponding Number)" Making sure that you replace 'Identifier' with the correct identifier, '"String"' with the correct string in "quotes", and 'Corresponding Number' with the correct corresponding number, which most likely corresponds to the number in LIST_HAIR.STB Save it, delete the original in the VFS and add the modified in there.Code:--Interface Setting --sex SC_AddSelectItem4CreateAvatar( 0 , "Male", 0); SC_AddSelectItem4CreateAvatar( 0 , "Female", 1); SC_SelectItem4CreateAvatar( 0 ,0 ); --face SC_AddSelectItem4CreateAvatar( 1 , "1", 1); SC_AddSelectItem4CreateAvatar( 1 , "2", 8); SC_AddSelectItem4CreateAvatar( 1 , "3", 15); SC_AddSelectItem4CreateAvatar( 1 , "4", 22); SC_AddSelectItem4CreateAvatar( 1 , "5", 29); SC_AddSelectItem4CreateAvatar( 1 , "6", 36); SC_AddSelectItem4CreateAvatar( 1 , "7", 43); SC_AddSelectItem4CreateAvatar( 1 , "8", 50); SC_AddSelectItem4CreateAvatar( 1 , "9", 57); SC_AddSelectItem4CreateAvatar( 1 , "10", 64); SC_AddSelectItem4CreateAvatar( 1 , "11", 71); SC_AddSelectItem4CreateAvatar( 1 , "12", 78); SC_AddSelectItem4CreateAvatar( 1 , "13", 85); SC_AddSelectItem4CreateAvatar( 1 , "14", 92); SC_SelectItem4CreateAvatar( 1 ,0 ); --hair SC_AddSelectItem4CreateAvatar( 2 , "1", 0); SC_AddSelectItem4CreateAvatar( 2 , "2", 5); SC_AddSelectItem4CreateAvatar( 2 , "3", 10); SC_AddSelectItem4CreateAvatar( 2 , "4", 15); SC_AddSelectItem4CreateAvatar( 2 , "5", 20); SC_AddSelectItem4CreateAvatar( 2 , "6", 25); SC_AddSelectItem4CreateAvatar( 2 , "7", 30); SC_SelectItem4CreateAvatar( 2 ,0 ); SC_AddSelectItem4CreateAvatar( 3 , "Brave", 0); SC_AddSelectItem4CreateAvatar( 3 , "Wisdom", 1); SC_AddSelectItem4CreateAvatar( 3 , "Faith", 2); SC_AddSelectItem4CreateAvatar( 3 , "Justice", 3); SC_AddSelectItem4CreateAvatar( 3 , "Liberty", 4); SC_SelectItem4CreateAvatar( 3 ,random( 0 , 4) ); --bonestone SC_AddSelectItem4CreateAvatar( 4 , "Garnet", 0); SC_AddSelectItem4CreateAvatar( 4 , "Amethyst", 1); SC_AddSelectItem4CreateAvatar( 4 , "Aquamarine", 2); SC_AddSelectItem4CreateAvatar( 4 , "Diamond", 3); SC_AddSelectItem4CreateAvatar( 4 , "Emerald", 4); SC_AddSelectItem4CreateAvatar( 4 , "Pearl", 5); SC_AddSelectItem4CreateAvatar( 4 , "Rubi", 6); SC_AddSelectItem4CreateAvatar( 4 , "Peridot", 7); SC_AddSelectItem4CreateAvatar( 4 , "Sapphire", 8); SC_AddSelectItem4CreateAvatar( 4 , "Opal", 9); SC_AddSelectItem4CreateAvatar( 4 , "Topaz", 10); SC_AddSelectItem4CreateAvatar( 4 , "Turquoise", 11); SC_SelectItem4CreateAvatar( 4 ,0 ); end
How To: Force Options on Your Players
Trust me, sometimes you have to. Other times, it's just for making things easier, like enabling timestamps. Anyway, open the VFS back up to SCRIPTS and take out INIT.LUA. Open it with your word editor and it should look something like this:
The top part are just boolean integers, 0 being false, 1 being true. So say you wanted to use timestamps on your screenshots, you just replace the 0 with a 1. The rest is pretty much self explanatory if you read the --comments, but I wouldn't mess with the ones with symbol descriptions partially because those numbers could be anything really...Code:--=================-- -- init script --=================-- useVertexShader ( 1 ) usePixelShader ( 0 ) useWireMode ( 0 ) useCull ( 1 ) useObjectSorting ( 1 ) usePolygonSorting ( 0 ) useHardwareVertexProcessing ( 1 ) useMultiPass ( 0 ) useShadowmap ( 1 ) useLightmap ( 1 ) useFileTimeStamp ( 0 ) useGlow ( 1 ) useFullSceneGlow ( 0 ) useTerrainLOD ( 0 ) setScreen ( 640, 480, *** 0 ) -- width, depth, bpp, fullscreen setBuffer ( 640, 480, 32 ) -- affected only in windowed mode setTimeDelay ( 0 ) setClearColor ( 0, 0, 0 ) -- r, g, b as [0...1] setShadowmapSize ( 256 ) setShadowmapBlurType( 1 ) -- none = 0; blur once = 1; blur twice = 2 setShadowmapColor( 0.2, 0.2, 0.2 ) -- shadow color setGlowmapSize ( 256 ) setGlowColor ( 0.06, 0.06, 0.06 ) glowscale = 0.015 setFullSceneGlowColor ( glowscale, glowscale, glowscale ) setFullSceneGlowType( 0 ) setMipmapFilter ( 2 ) -- none = 0, point = 1, linear = 2, anisotropic = 3 (only minfilter) setMipmapLevel ( 3 ) -- -1(ÅØ½ºÃij»ºÎÁ¤ÀÇ), 0 (Ç®·¹º§), 1(¹Ó¸Ê¾øÀ½), 2(µÎ°³), 3(¼¼°³)... setMinFilter ( 3 ) -- point = 1, linear = 2 setMagFilter ( 2 ) -- point = 1, linear = 2 setFullSceneAntiAliasing ( 0 ) setUseTimeWeight ( 1 ) setUseFixedFramerate ( 0 ) setFramerateRange( 15, 1000 ) -- ÃÖ¼Ò, ÃÖ´ë ÇÁ·¹ÀÓ·ü Á¦ÇÑ setLightmapBlendStyle ( 5 ) -- 4 : modulate, 5 : modulate2x, 6 : modulate4x setCameraTransparency( .3 ) setDrawShadowmapViewport( 0 ) setTextureLoadingScale( 0 ) -- ÅØ½ºÃÄ ·Îµù½Ã °Á¦·Î ÅØ½ºÃÄ »çÀÌÁî º¯°æ : Àú»ç¾ç ±×·¡ÇÈÄ«µå¿¡¼´Â 1À̳ª 2ÀÇ °ªÀ» »ç¿ë setTextureLoadingFormat( 0 ) -- ÅØ½ºÃÄ ·Î½Ì½Ã ÅØ½ºÃÄ Æ÷¸Ë °Ã¼·Î º¯°æ : 0(¿ø·¡ÅؽºÃÄÆ÷¸Ë, default), 1(16ºñÆ®), 2(¾ÐÃà) setDisplayQualityLevel( 0 ) -- ¿£Áø Ä÷¸®Æ¼ ·¹º§ : 0(ÀÚµ¿), 1(ÃÖ»ó±Þ-¼³Á¤ÆÄÀÏ´ë·Î), 2, 3(Áß°£Ç°Áú), 4, 5(ÃÖÇϱÞǰÁú) useVSync( 1 ) -- Ç®½ºÅ©¸°½Ã ¼öÁ÷ µ¿±â ¿©ºÎ. 0À¸·Î Çϸé Ç®½ºÅ©¸°¸ðµå¿¡¼ ¸ð´ÏÅÍ Á֯ļöÀ²º¸´Ù ´õ ³ôÀº fps°¡ °¡´É. ---setMonitorRefreshRate( 60 ) ---setAdapter( 0 ) ---useDebugDisplay( 1 ) -- µð¹ö±ë ¸Þ¼¼Áö ȸ鿡 Ãâ·Â ¿©ºÎ useMotionInterpolation( 1 ) -- ¸ð¼Ç º¸°£ ¿©ºÎ setMotionInterpolationRange( 20 ) -- ¸ð¼Ç º¸°£ÀÌ Àû¿ëµÇ´Â ¹üÀ§. ´ÜÀ§ ¹ÌÅÍ. ---setDataPath( "d:/online2003/data/" ) setLazyBufferSize( 1000, 1000, 1000, 1000 ) -- Á¡ÁøÀû ·Îµù ¹öÆÛ »çÀÌÁî. µðÆúÆ®´Â °¢°¢ 300. ¼ø¼:(ÅØ½ºÃÄ, ÀϹݸ޽Ã, ÁöÇü¸Þ½Ã, ¹Ù´Ù¸Þ½Ã)
How To: Change In-Game Effect Fonts
Meh, really simple thing to do but I've seen a lot of people asking how to change it recently. I'll be going over the damage fonts, refining fonts, and special fonts. Anyway, so open up your VFS' and go to \\3DDATA\EFFECT and you'll get a whole lot of EFT files, those aren't really important for changing fonts, they're kinda like the ZSC files for effects, kinda... Scroll down all the way until you find the SPECIAL folder. Open that and you have the important files, the base DDS files. The Critical_Figure isn't really important, but you can change it if you want. DIGITNUMBER01 and DIGITNUMBER02 are the damage digits, each number takes up a 32x32 space, so your own numbers just have to fit inside there. After you're done there, close the SPECIAL folder and scroll up until you find the PARTICLES folder, and in there scroll to the TEXTURES folder. In there is the base texture for the particles and like things, like the hawk and merc summons. You'll also find such files as:
_CHRISTMAS_01.DDS It says Christmas, from a firework maybe...
_CONGRATULATION_01.DDS Another firework maybe...
_FAILED_01.DDS Refining Failed
_FINISH_01.DDS Firework
_GO_01.DDS Firework
_HAPPY_01.DDS Happy Birthday
_HART_01.DDS Hearts from the kiss animation
_ILOVEYOU_01.DDS Firework
_MERRY_01.DDS Merry Christmas
_MERRY_02.DDS To go with _CHIRSTMAS_01.DDS
_QUIET_01.DDS Firework maybe
_READY_01.DDS Firework
_START_01.DDS Firework
_SUCCESS_01.DDS Refining Success
_THANKYOU_01.DDS Firework
Extract, edit, save, inject, enjoy.
How To: Change the UI (User-Interface)
Another simple topic I can do without an STB editor >.>. Open the VFS and go to 3DDATA\CONTROL\RES and get all the UI files, generally indicated by the UI in their name. After that, it's what we've been doing all along, open the file, modify it, delete the original and inject the modified file. If you really feel like getting into fancy stuff, open your Rose Online folder, open the 3ddata folder, open the Control folder, and open the Xml folder and have at the XML editing. Not really going to go into it much since I stick with the default UI because I suck at graphic art...
How To: Create a new class
[Note: This is geared towards OsRose/OsiRose/OspRose users that have the ability to edit the source. New classes in Arcturus will NOT save.]
Okay, this is a kinda fun one because it opens doors for things. Can't really write about the STB pieces right now since I'm away from my PC until Wednesday/Thursday =/. So, lets get started by opening the VFS to 3DDATA\STB and extracting LIST_CLASS.STB, LIST_CLASS_S.STL, STR_JOB.STL. the CLASS files determine class restrictions while the JOB file makes an actual playable class. Just to make an easy example, we'll be making a GM class, yeah it's been done a lot, I don't care. Open STR_JOB.STL in the STL editor and click the 'New Entry' button. For it's ID, put 9*** and it's string ID as 999. Then, in the English box to the right, as you might have noticed, Text will be the name of the class, so name your class what you want and save the STL. Next, open LIST_CLASS.STB with the STB editor, since it's a GM class, we want it to be able to wear any item, so add 999 after all the numbers in the empty column.
Just put it in a blank column, and that representation isn't 'completely' accurate. Anyway, keep doing that, if the entire row is blank, you don't need to put 999 in there. Once you get down to the bottom, there will be a couple rows that completely take up the row, these are likely the '2nd Job Only' and '3rd Job Only' rows. Don't mind the 3rd Job Only, it was never implemented, just find one of the ones that are like 131 and 1*** or 231 and 2*** the ones that are NOT real class IDs, those are 3rd jobs and don't need to be there. After all that, there should be a few blank rows, perfect for making a GM Only restriction. So, go to row 72 and in the column that generally holds Korean characters, put a description for your class, or w/e you want, it doesn't do anything, and after it put 999. Following that, go to the very last column and put LCLA072. This denotes that the STL entry that corresponds is in LIST_CLASS_S.STL ID 72. Save it and close the editor and open LIST_CLASS_S.STL with the STL editor. Click the 'New Entry' button and for the ID, put 72, for the String ID, put LCLA072. Then in the English box, for the Text field, put w/e you want. This is the text that will be displayed on an item in [red] if you don't meet the requirements and [green] if you do. Save the STL, delete the original files in the VFS and inject the modified files.Code:| Korean characters | Class 1 | Class 2 | 999 | Blank | Blank | Etc. | LCLA002 |
How To: Add an Item to an NPC Shop
Sketchy topic I'm doing kind of fast just because it's useful, it probably won't be very clear. Anyway, open the VFS and extract LIST_NPC.STB, LIST_NPC_S.STL, and LIST_SELL.STB. That's one of the nice things about Brett's STB editor, it parses the STL along with the STB so you don't have to click through a couple thousands of entries. So, open LIST_NPC.STB and it should parse the STL as well. Find the NPC you want to edit, the NPCs that aren't mobs start around the 1000's, and look at column 24-27. These for numbers represent rows in LIST_SELL.STB and are the tabs of the NPC shop. Keep that window open and open LIST_SELL.STB in another window. Go to the row you wish to edit, it generally goes like this:
The Sell data goes like this [identifier][item id], so, if I wanted to put Felice Party Wear in an NPC shop, it's number would be 3161.Code:| Korean characters [NPC Name] | Korean Characters [Tab Name] | LSEL[Row number] | Sell Data ->
1 = Mask, 2 = Hat, 3 = Body, 4 = Gloves, 5 = Boots, 6 = Back Item, 7 = Jewelry, 8 = Weapon, 9 = Shield, 10 = Usable Item, 11 = Gem, 12 = Natural, 14 = PAT.
All numbers in the sell data MUST be 4 digits or more. Meaning, if the item id is 41, in the sell data, it would HAVE to be 041. Each row in an NPC shop contains 8 columns, just so you know and can format them nicely.
***If you want to add a new tab to an NPC, firstly, make sure the NPC has at least one open slot for a tab, and then select an empty row from LIST_SELL.STB. Put that row's number in LIST_NPC.STB in the blank cell of the NPC and then fill the row out accordingly in the LIST_SELL.STB. After that, you'll need to extract LIST_SELL_S.STL from the VFS and create a new entry with the ID as the row ID you selected and the String ID as LSEL[Row number]. The text you put in the Text field in the English box will be the text displayed on the tab.
Save everything, delete the originals in the VFS and server files and the replace them with the modified files.
Sorry for the sketchiness >.<
How To: Change the Name of the Program
[Sorry, changed my mind about posting this, legal stuff sucks.]
How To: Change the Start-Up Image
This one is a real short one right before I go to sleep. Open the VFS to 3DDATA\CONTROL\RES and extract EXUI1.DDS. Get out your DDS editor, edit away, save, delete the original in the VFS and introduce the modified file into the client.
How To: Change the Weather
This is one I did while fiddling about with the NaRose 112 client. Open up the VFS and extract LIST_ZONE.STB. Open that with the STB editor and column 30 is the weather column. Find the row of the map you want to change, if you need names for them because you don't know the map IDs, extract LIST_ZONE_S.STL and look at that. In a normal Rose client there are three weather choices, 1; Snowing, 2; White Petals (At least imo, could be rather large snowflakes), or 3; Leaves. For w/e number you put in there, that effect will drift down from the sky in the map, like in Luna where it's snowing. Save, delete the original, inject the modified version and add the new STB to the server.
How To: Add an Item
Okay, this one was requested as well as planned, excuse the sketchiness again. Back on the Mac D=, so no STBs, MAYBE, and I haven't really needed to add items into the client for a while. Anyway, open the VFS and extract four files, these files correspond to the type of item you wish to add, like if you're adding a hat, LIST_CAP.STB, LIST_CAP_S.STL, LIST_MCAP.ZSC, LIST_WCAP.ZSC, same for everything besides weapons/sub-weapons (shields) and back items. Those only have one ZSC file. Secondly, you'll need a total of 20 ZMS and DDS files if you're adding a full set. Anyway, open up the STB and find a nice blank line and start filling in info. The STBs kinda go like this:
Umm... so yeah, I think I got most of it down, don't bother with the stat columns for now, and for condition 1, all you have to know is that level is condition 31, I'll put up a *nearly* complete list of conditions later this week. For the model file path, you actually can put random things in there, the server doesn't load the model from that, it loads from the corresponding entry in the ZSC. After that, save the STB,, and open the STL and create an entry using the same ID you put for the 'Description' column. Save it and then you can choose to edit the Male ZSC, LIST_M[w/e].ZSC, or the Female ZSC, LIST_W[w/e].ZSC. It really doesn't matter, same amount of work on both. Before you start adding the ZSC entries, you can check to see if it will look right in-game by opening the ZMS file in the ZMS viewer and then loading the texture. Anyway, once you have the ZSC open, there should be a text field where you can enter a number and goto a row, so enter the STB row number and goto it. the browser below shouldn't move if the row you chose was blank. Then click the 'Add ZMS resource' button or w/e it is and select your ZMS that corresponds to the item type, if you're adding a hat first, you select the hat ZMS. Add it, and scroll down to the very bottom of the left browser and your file should be there, select it and rename it to the correct path, 3DDATA\AVATAR\w/e\*.ZMS. Then click Ok, and there should be some combo boxes that have an 'Attach to...' thing. Click the one that best fits, hat goes on crown, wings go on back, etc. Then, have your ZMS selected in the left browser and click 'Add DDS resource' in the right browser, and select the proper DDS (Texture) file for your ZMS. Scroll down to the very bottom of the right browser and your DDS should be there, rename it to the proper path, which will be pretty much identical to your ZMS path, except using DDS instead of ZMS. Then, above the right browser, there are some text fields where you can edit the DDS properties. Scroll through a couple existing entries, via the buttons below the 'Load ZSC' field, to see what values you need to put in those boxes, 'Rotation' is VERY important, if you get rotation wrong, your item will probably be in some odd place and rotated incorrectly. Click the save button above the right browser and then click the save button above the left viewer. Repeat for all the other pieces EXCEPT the chest piece. For the chest piece, you might've noticed, but Rose has two files per chest piece, as of such, once you add the chest ZMS, below the attach point combo box, there should be a 'Mesh' combo box, make a new mesh from the option in there and add the second ZMS and DDS, following the same steps as the first one. Sorry if that doesn't make much sense. Repeat for the other ZSCs. Then put the new STBs in the server and client, as well as the STLs and the ZSCs. Restart the world server and you're good to go.Code:| id | name | model file path | blank? | Restrictions on Use | type | price | price rate | weight | quality | field item? | icon | stuff I can't remember | Required job 1 | required job 2 | required job 3 | condition 1(levels and stuff) | of condition 1 | condition 2 | of condition 2 | blank | stat 1 | of stat 1 | blank | stat 2 | of stat 2 | stuff I can't remember | Description (STL Entry) |



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