New way to change the appearance of armor

Core Files
Configuration: data/item_fake_appearance.xml​
DTD: data/dtd/item_fake_appearance.dtd​
XML Configuration
  • enabled: true to enable, false to disable.
  • item: Element with attributes:
    • itemId: Item ID.
    • consumeItemId/consumeItemAmount: ID and quantity of item for applying appearance (optional).
    • tryOutItemId/tryOutItemAmount: ID and quantity of item for temporary application (optional).
    • tryOutTime: Duration of temporary application (in seconds, optional).
    • display: Nested element with itemId (ID of item to display).
  • Without consumeItemId/tryOutItemId, appearance applies automatically when equipping the item.
Examples
  1. Automatic application on equip:
9edb1db2ce24bd7040bd3b9caa657313.jpg

We can also make a set of armor, for example, we take the Draconic Leather Set and the file will look like this:

<?xml version='1.0' encoding='utf-8'?>
<!DOCTYPE list SYSTEM "item_fake_appearance.dtd">
<list enabled="true">
<item itemId="486">
<display itemId="6379"/>
<display itemId="6380"/>
<display itemId="6381"/>
</item>

<item itemId="485">
<display itemId="6408"/>
</item>
</list>

In the game when dressing the item id 486 Tattoo of Fire in the game, we get the following result of changing the appearance:


aa452fd09e1cd8632b2c378d3ea20b1e.jpg

  1. Application via service:
XML:
<list enabled="true">
    <item itemId="485" consumeItemId="57" consumeItemAmount="1000" tryOutItemId="57" tryOutItemAmount="1" tryOutTime="30">
        <display itemId="6408"/>
    </item>
</list>


Bypasses
  • Tryout application: bypass -h scripts_services.ItemFakeAppearance:fitting <itemId>
    • Example: bypass -h scripts_services.ItemFakeAppearance:fitting 485
  • Permanent application: bypass -h scripts_services.ItemFakeAppearance:apply <itemId>
    • Example: bypass -h scripts_services.ItemFakeAppearance:apply 485
  • Remove appearance: bypass -h scripts_services.ItemFakeAppearance:removeAppearance

Examples of bypasses:
Code:
<button width=100 height=18 action="bypass -h scripts_services.ItemFakeAppearance:fitting 485" back="L2UI_CH3.bigbutton2_down" fore="L2UI_CH3.bigbutton2" value="Fitting">
<button width=100 height=18 action="bypass -h scripts_services.ItemFakeAppearance:apply 485" back="L2UI_CH3.bigbutton2_down" fore="L2UI_CH3.bigbutton2" value="Apply">
<button width=100 height=18 action="bypass -h scripts_services.ItemFakeAppearance:removeAppearance" back="L2UI_CH3.bigbutton2_down" fore="L2UI_CH3.bigbutton2" value="Remove">

Notes
  • In bypasses, specify <item itemId=", NOT <display itemId=. I repeat once again for those who watch TikToks! NOT <display itemId=
  • The service does not put on the item, it only changes the appearance (templating).
  • Check the correctness of the itemId (for service use).
  • Permanent use is saved in the @ItemFakeApp_fapv variable.

ATTENTION: DO NOT COMBINE ITEM EQUIPMENT AND SERVICE SYSTEMS. CHOOSE ONE FOR THE SERVER​

 
Last edited:

@Deazer Issue​


Currently, when a weapon skin for a specific weapon type (for example a Bow skin) is applied, the appearance overrides ALL equipped weapons, regardless of their type.
This results in incorrect visuals:
  • A player equips a staff (Arcana), sword, or any other weapon,
  • But the character still visually holds a bow.
This behavior is confusing and breaks visual consistency.

Why this is a problem (Example)​

If a Sagittarius equips a staff:
  • The character appears to attack from distance with a staff, like a bow,
  • Which does not make sense visually or gameplay-wise,
    A Bow skin should apply ONLY when a Bow is equipped.
 
Back
Top