Localize Mod: Change Appearances
Read Modifying Localize File first. The following are some examples on changing appearances. There are a few columns in the data table to understand:
Body & Head Costumes
These are found in datatable_item_constume.ies and datatable_item_head.ies files. Replace the FileName value and/or MaterialSet value for variants. The following examples change School Look Costume for Sirius (Event) into Beachwear for Sirius, School Look Costume for Anis (Event) into Anis Summer Costume, and Santa Costume for Fighter (Event) into its White Santa variant. The non-event versions remain unchanged here.
Weapon Costumes & Weapons
These are found in datatable_item_constume.ies and datatable_item_weapon.ies files. You can change the appearances and glows of weapons and weapon costumes, including ones that are not officially released in the region (such as some from Japanese server).
This example changes Black Draconic Staff Costume into Evil Staff (i.e. Strata Devil Staff with Evil variant) with the glow (particle) of Repress of Spirica Costume. The second set changes Angel Mace Costume (Event) into Toy Hammer. Alternatively, replace it_w_toyhammer with it_w_sweetmace to change it into Sweet Mace. The third set changes Christmas Fantasy rod costume into Funny Pumpkin rod.
This example changes Prosper Cannon into Cannon of Chariot and Control of Ophiuchus into Defrodain Rod. A few old Japanese custom rods include the FileNames it_w_magicbroom, it_w_sakuratwig, it_w_funnypumpkin, and it_w_sweetmace. To completely change the appearances, you may need to change EmitterName, ParticleName, and MaterialSet if their values differ.
You can change the default glow of certain elite items to differentiate from non-elite versions. This example changes the default glow of Elite Black Dragon/etc. into the glow of Vampiric Edge.
Some weapons just do not show when the characters are in town, such as Ogre Sword and IBR-620. LH/RH refer to left hand or right hand. Two-handed weapons use right hand for this purpose. This example makes Ogre Sword, IBR-620, and Tyrant Buster to be displayed in towns.
You can even change a weapon/costume (e.g. lightning bracelet) to look like a completely different weapon (e.g. pistol), although in some cases, it may look really weird.
Buffs
This is found in datatable_buff.ies file. You can change the glow of buffs. For example, I always find Veronif's Chemical Protection to be confusing as it uses the same glow effect as Protection Field. This example changes it to a different glow. In addition, you can change the color overlays (BodyColor) as well, such as for Invisible Stalker and Camouflage buffs using color hex codes.
Character Poses
This is found in datatable_job.ies file. You can change the character poses for standing, running, etc. The example below changes Barrel's standing pose to that of Veil.
Monster Shapes
This is found in datatable_monster.ies file. You can change the shape of monsters to make it appear as a different monster. The example below changes Bow Garas (found in Crow Forest) to look like Elite Haunted Candle.
NPC Signs
This is found in datatable_npc.ies file. You can change various appearances of NPC as well. The example below adds NPC signs (icon hovering over the NPC head) to the Flower in Bristia Scar, Plant in Armonia Latina/Ustiur Farm, and Scroll in Bristia Scar/Armonia El Templo.
Stance Poses
This is found in datatable_stance.ies file. You can change the stance poses for running, standing, etc. The example below changes Secret of Moonlight's run/stand/after-attack poses to those of Hanging Guard (and attack pose to another stance's), Superior/Duel Blaster's stand poses to that of Encounter Shot, and a few others.
- FileName = the file to load for the specific item/character/etc.
- MaterialSet = the XML file that modifies the file listed in FileName, usually for creating a variant of the original.
- ParticleName = the default glow for weapons, weapon costumes, and buffs.
- ParticleCount = the amount of glow for the weapons, weapon costumes, and buffs.
- EmitterName = alternate glow group for weapons, weapon costumes, etc.
Body & Head Costumes
These are found in datatable_item_constume.ies and datatable_item_head.ies files. Replace the FileName value and/or MaterialSet value for variants. The following examples change School Look Costume for Sirius (Event) into Beachwear for Sirius, School Look Costume for Anis (Event) into Anis Summer Costume, and Santa Costume for Fighter (Event) into its White Santa variant. The non-event versions remain unchanged here.
SetPropertyString("Item", "SchoolLookCos_Sirius_E", "FileName", "it_c_summer");
SetPropertyString("Item", "AniesSchoolLookCos_E", "FileName", "it_c_anies_summer_cos");
SetPropertyString("Item", "SantaCostumeFGT_E", "MaterialSet", "it_c_santacostume_white");
Weapon Costumes & Weapons
These are found in datatable_item_constume.ies and datatable_item_weapon.ies files. You can change the appearances and glows of weapons and weapon costumes, including ones that are not officially released in the region (such as some from Japanese server).
This example changes Black Draconic Staff Costume into Evil Staff (i.e. Strata Devil Staff with Evil variant) with the glow (particle) of Repress of Spirica Costume. The second set changes Angel Mace Costume (Event) into Toy Hammer. Alternatively, replace it_w_toyhammer with it_w_sweetmace to change it into Sweet Mace. The third set changes Christmas Fantasy rod costume into Funny Pumpkin rod.
SetPropertyString("Item", "BlackDragonicStaffCos", "FileName", "it_w_devilstaff");
SetPropertyString("Item", "BlackDragonicStaffCos", "MaterialSet", "it_w_evilstaff");
SetPropertyString("Item", "BlackDragonicStaffCos", "ParticleName", "spirikastaff_weapon");
SetPropertyString("Item", "AngelMace_E", "FileName", "it_w_toyhammer");
SetPropertyString("Item", "AngelMace_E", "EmitterName", "None");
SetPropertyString("Item", "AngelMace_E", "ParticleName", "star_for");
SetPropertyString("Item", "ChristmasFantasy", "FileName", "it_w_funnypumpkin");
SetPropertyString("Item", "ChristmasFantasy", "EmitterName", "None");
SetPropertyString("Item", "ChristmasFantasy", "ParticleName", "Item_amber");
This example changes Prosper Cannon into Cannon of Chariot and Control of Ophiuchus into Defrodain Rod. A few old Japanese custom rods include the FileNames it_w_magicbroom, it_w_sakuratwig, it_w_funnypumpkin, and it_w_sweetmace. To completely change the appearances, you may need to change EmitterName, ParticleName, and MaterialSet if their values differ.
SetPropertyString("Item", "Prosper_Cannon", "FileName", "it_w_cnchariot");
SetPropertyString("Item", "ControlofOphiuchus", "FileName", "it_w_defrodainrod");
You can change the default glow of certain elite items to differentiate from non-elite versions. This example changes the default glow of Elite Black Dragon/etc. into the glow of Vampiric Edge.
SetPropertyString("Item", "TheBlackDragon_Elite", "ParticleName", "Item_VampiricEdge");
SetPropertyString("Item", "TheGrimWraith_Elite", "ParticleName", "Item_VampiricEdge");
SetPropertyString("Item", "TheGrimStick_Elite", "ParticleName", "Item_VampiricEdge");
SetPropertyString("Item", "DemonSlayer_Elite", "ParticleName", "Item_Gigantic2");
SetPropertyString("Item", "Akaichimondo", "ParticleName", "Item_VampiricEdge");
Some weapons just do not show when the characters are in town, such as Ogre Sword and IBR-620. LH/RH refer to left hand or right hand. Two-handed weapons use right hand for this purpose. This example makes Ogre Sword, IBR-620, and Tyrant Buster to be displayed in towns.
SetPropertyString("Item", "Ogre_Sword", "Dummy_N_LH", "Dummy_L_PELVIS");
SetPropertyString("Item", "Ogre_Sword", "Dummy_N_RH", "Dummy_R_PELVIS");
SetPropertyString("Item", "IBR620HeavyRifle", "Dummy_N_RH", "Dummy_BACK_RIFLE");
SetPropertyString("Item", "busteroftyrant", "Dummy_N_RH", "Dummy_BACK_RIFLE");
You can even change a weapon/costume (e.g. lightning bracelet) to look like a completely different weapon (e.g. pistol), although in some cases, it may look really weird.
SetPropertyString("Item", "OctopusLbracelet_Cos_Event", "FileName", "it_w_cristalpistol");This is found in datatable_item_consume.ies file. You can also change the icons of various potions to differentiate them. This example changes HP/SP UP Potions to use as-yet unused icons.
SetPropertyString("Item", "Potion_HPUP500", "FileName", "it_e_conpotion");
SetPropertyString("Item", "Potion_HPUP1000", "FileName", "it_e_conpotion");
SetPropertyString("Item", "Potion_HPUP2500", "FileName", "it_e_conpotion");
SetPropertyString("Item", "Potion_HPUP5000", "FileName", "it_e_conpotion");
SetPropertyString("Item", "Potion_HPUP10000", "FileName", "it_e_conpotion");
SetPropertyString("Item", "Potion_HPUP10000_ev", "FileName", "it_e_conpotion");
SetPropertyString("Item", "Potion_HPUP5000_ev", "FileName", "it_e_conpotion");
SetPropertyString("Item", "Potion_SPUP100", "FileName", "it_e_senpotion");
SetPropertyString("Item", "Potion_SPUP200", "FileName", "it_e_senpotion");
SetPropertyString("Item", "Potion_SPUP350", "FileName", "it_e_senpotion");
SetPropertyString("Item", "Potion_SPUP500", "FileName", "it_e_senpotion");
SetPropertyString("Item", "Potion_SPUP350_ev", "FileName", "it_e_senpotion");
SetPropertyString("Item", "Potion_SPUP500_ev", "FileName", "it_e_senpotion");
Buffs
This is found in datatable_buff.ies file. You can change the glow of buffs. For example, I always find Veronif's Chemical Protection to be confusing as it uses the same glow effect as Protection Field. This example changes it to a different glow. In addition, you can change the color overlays (BodyColor) as well, such as for Invisible Stalker and Camouflage buffs using color hex codes.
SetPropertyString("Buff", "Chemicalprotect", "Particle", "Buff_Festino");
SetPropertyString("Buff", "InvisibleStalker", "BodyColor", "FFF1F8B2");
SetPropertyString("Buff", "InvisibleStalker", "Invisible", "NO");
SetPropertyString("Buff", "Camouflage", "BodyColor", "FFF1F8B2");
SetPropertyString("Buff", "Camouflage", "Invisible", "NO");
Character Poses
This is found in datatable_job.ies file. You can change the character poses for standing, running, etc. The example below changes Barrel's standing pose to that of Veil.
SetPropertyString("Job", "Barrel", "STD", "PC_STD_VEIL");
Monster Shapes
This is found in datatable_monster.ies file. You can change the shape of monsters to make it appear as a different monster. The example below changes Bow Garas (found in Crow Forest) to look like Elite Haunted Candle.
SetPropertyString("Monster", "Monster_Bowgaras", "Shape", "Monster_HauntedCandle_Elite");
NPC Signs
This is found in datatable_npc.ies file. You can change various appearances of NPC as well. The example below adds NPC signs (icon hovering over the NPC head) to the Flower in Bristia Scar, Plant in Armonia Latina/Ustiur Farm, and Scroll in Bristia Scar/Armonia El Templo.
SetPropertyString("NPC", "npc_blue_flower", "NPCSign", "NPCSIGN_NORMAL"); SetPropertyString("NPC", "npc_silverbell_flower", "NPCSign", "NPCSIGN_NORMAL");
SetPropertyString("NPC", "npc_paper", "NPCSign", "NPCSIGN_ETCSHOP");
Stance Poses
This is found in datatable_stance.ies file. You can change the stance poses for running, standing, etc. The example below changes Secret of Moonlight's run/stand/after-attack poses to those of Hanging Guard (and attack pose to another stance's), Superior/Duel Blaster's stand poses to that of Encounter Shot, and a few others.
SetPropertyString("Stance", "MoonGuard", "ARUN", "PC_ARUN_HGG");
SetPropertyString("Stance", "MoonGuard", "ASTD", "PC_ASTD_HGG");
SetPropertyString("Stance", "MoonGuard", "ATK", "PC_ATK_LGMI");
SetPropertyString("Stance", "MoonGuard", "ATKDN", "PC_ATKDN_HGG");
SetPropertyString("Stance", "SuperiorBlaster", "ASTD", "PC_ASTD_ENC");
SetPropertyString("Stance", "DuelBlaster", "ASTD", "PC_ASTD_ENC");
SetPropertyString("Stance", "PuppetMaster", "ASTD", "PC_ASTD_TEM");
SetPropertyString("Stance", "PuppetMaster", "ATK", "PC_ASTD_TEM");
SetPropertyString("Stance", "TranceRobo", "ASTD", "PC_ASTD_PPG");
SetPropertyString("Stance", "TranceRobo", "ATK", "PC_ASTD_PPG");
SetPropertyString("Stance", "Cobra", "ARUN", "PC_ARUN_TWS");
SetPropertyString("Stance", "Cobra", "ASTD", "PC_ASTD_TWS");
SetPropertyString("Stance", "Cobra", "ATKDN", "PC_ATKDN_TWS");
SetPropertyString("Stance", "SoulGuard", "ARUN", "PC_ARUN_RGD");
SetPropertyString("Stance", "SoulGuard", "ASTD", "PC_ASTD_RGD");
SetPropertyString("Stance", "SoulGuard", "ATKDN", "PC_ATKDN_RGD");
SetPropertyString("Stance", "BlitzAssault", "ARUN", "PC_ARUN_DCH");
SetPropertyString("Stance", "BlitzAssault", "ASTD", "PC_ASTD_DCH");
SetPropertyString("Stance", "BlitzAssault", "ATKDN", "PC_ATKDN_DCH");
SetPropertyString("Stance", "BlitzAssault", "ATK", "PC_ATK_DCH");
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