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	<entry>
		<id>https://wiki.herc.ws/wiki/Custom_weapons</id>
		<title>Custom weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.herc.ws/wiki/Custom_weapons"/>
				<updated>2015-04-25T09:01:04Z</updated>
		
		<summary type="html">&lt;p&gt;Yoh Asakura: /* Weapon Sprite Solution (For New Clients) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The ID ==&lt;br /&gt;
Why the ID first?  The ID controls what type of weapon sprite is displayed.  Going outside the ID range will cause you to &amp;quot;punch&amp;quot; when attacking.&lt;br /&gt;
&lt;br /&gt;
Open your {{git|db/re/item_db.conf}} or {{git|db/pre-re/item_db.conf}} and find the section with the weapon type you need.  The allowable range is usually obvious.&lt;br /&gt;
&lt;br /&gt;
{| {| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Item ID&lt;br /&gt;
!Item Type&lt;br /&gt;
|-&lt;br /&gt;
|1100-1149, 13400-13499||One-Handed Swords&lt;br /&gt;
|-&lt;br /&gt;
|1150-1199, 21000-21999||Two-Handed Swords&lt;br /&gt;
|-&lt;br /&gt;
|1200-1249, 13000-13099||Knives, Daggers, Etc.&lt;br /&gt;
|-&lt;br /&gt;
|1250-1299||Katars&lt;br /&gt;
|-&lt;br /&gt;
|1300-1349||One-Handed Axes&lt;br /&gt;
|-&lt;br /&gt;
|1350-1399||Two-Handed Axes&lt;br /&gt;
|-&lt;br /&gt;
|1400-1449||One-Handed Spears&lt;br /&gt;
|-&lt;br /&gt;
|1450-1471, 1474-1499||Two-Handed Spears&lt;br /&gt;
|-&lt;br /&gt;
|1500-1549, 16000-16999||Maces&lt;br /&gt;
|-&lt;br /&gt;
|1550-1599||Books&lt;br /&gt;
|-&lt;br /&gt;
|1600-1699||One Handed Rods/Staves&lt;br /&gt;
|-&lt;br /&gt;
|1700-1749, 18100-18499||Bows&lt;br /&gt;
|-&lt;br /&gt;
|1750-1799||Arrows&lt;br /&gt;
|-&lt;br /&gt;
|1800-1849||Knuckles&lt;br /&gt;
|-&lt;br /&gt;
|1900-1949||Guitars/Instruments&lt;br /&gt;
|-&lt;br /&gt;
|1950-1999||Whips&lt;br /&gt;
|-&lt;br /&gt;
|1472,1473,2000-2099||Two Handed Rods/Staves&lt;br /&gt;
|-&lt;br /&gt;
|13100-13149||Handgun&lt;br /&gt;
|-&lt;br /&gt;
|13150-13199||Other Guns&lt;br /&gt;
|-&lt;br /&gt;
|13300-13399||Ninja Weapons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
To make a custom bow, searching for &amp;quot;Bows&amp;quot; in item_db shows that bow IDs start at 1701 and end at 1749. Since there are no remaining IDs, commenting out an unused bow would work.&lt;br /&gt;
&lt;br /&gt;
Otherwise, skip to the next set of bows, which start at 18101.  Select an open ID in that range.&lt;br /&gt;
&lt;br /&gt;
== The Sprite ==&lt;br /&gt;
The client requires a sprite for every job the weapon can be used by.  Some programs can automatically organize the files:&lt;br /&gt;
* [http://rathena.org/board/files/file/2494-ra-sprite-name-gen/ clydelion's Sprite Name Generator]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://rathena.org/board/files/file/2386-ea-sprite-name-generator/ Myzter's Sprite Name Generator]&lt;br /&gt;
&lt;br /&gt;
Don't forget to give the weapon an icon in '''/sprite/¾ÆÀÌÅÛ/''', as well as an inventory icon and collection image in '''/texture/À¯ÀúÀÎÅÍÆäÀÌ½º/item/''' and '''/texture/À¯ÀúÀÎÅÍÆäÀÌ½º/collection/'''.&lt;br /&gt;
&lt;br /&gt;
== Other Client Data ==&lt;br /&gt;
Lastly, the client data tables need to be filled out:&lt;br /&gt;
&lt;br /&gt;
*'''idnum2itemdesctable.txt''': Identified item description.&lt;br /&gt;
*'''idnum2itemdisplaynametable.txt''': Identified item display name.&lt;br /&gt;
*'''idnum2itemresnametable.txt''': Identified sprite name.&lt;br /&gt;
*'''itemslotcounttable.txt''': Number of weapon slots, if necessary (skip if 0).&lt;br /&gt;
*'''num2itemdesctable.txt''': Unidentified item description, if necessary.&lt;br /&gt;
*'''num2itemdisplaynametable.txt''': Unidentified item display name, if necessary.&lt;br /&gt;
*'''num2itemresnametable.txt''': Unidentified sprite name, if necessary.&lt;br /&gt;
&lt;br /&gt;
''And... you are done!''&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
'''Q: Weapon is an Unknown Item.'''&lt;br /&gt;
&lt;br /&gt;
A: An error in resnametable. The client is not reading any value, so it becomes unknown.&lt;br /&gt;
&lt;br /&gt;
'''Q: The weapon sprite shows fine when standing, turns to punches when attacking.'''&lt;br /&gt;
&lt;br /&gt;
A: The ID for the weapon isn't in the allowed range.  Make sure the value is correct.&lt;br /&gt;
&lt;br /&gt;
'''Q: The weapon sprite doesn't show at all.'''&lt;br /&gt;
&lt;br /&gt;
A: Re-check file/folder names and placement.&lt;br /&gt;
&lt;br /&gt;
==Weapon Sprite Solution (Renewal Clients &amp;lt;= 2012-04-10a &amp;amp; Main Clients &amp;lt;= 2012-07-10a)==&lt;br /&gt;
For these clients, Weapons are limited to use a range of Item IDs hardcoded in the clientn for each type.&lt;br /&gt;
For e.g.&lt;br /&gt;
&lt;br /&gt;
 1265,Bloody_Roar,Bloody Roar,4,,10,1000,120,,1,0,4096,7,2,34,4,75,1,16,{ bonus bIgnoreDefRace,RC_DemiHuman; bonus bFlee,-160; bonus bFlee2,-160; bonus bNoRegen,1; bonus bNoRegen,2; },{},{}&lt;br /&gt;
 1266,Test,Test,4,4000,2000,10,165,,1,0,4096,7,2,34,3,33,1,16,{}&lt;br /&gt;
&lt;br /&gt;
 // 1-Handed Axes&lt;br /&gt;
 1301,Axe,Axe,4,500,,800,38,,1,3,8803555,7,2,2,1,3,1,6,{}&lt;br /&gt;
&lt;br /&gt;
Here the item 1266 is a custom katar and it does show up as a katar (if you have the proper sprite files ofcourse). but if i use some id like say 22000, client wont display it. So what is the range of item ids you can use? Look below:&lt;br /&gt;
&lt;br /&gt;
* One handed Swords = 1100-1149, 13400-13499&lt;br /&gt;
* Two handed Swords = 1150-1199, 21000-21999&lt;br /&gt;
 &lt;br /&gt;
* Knives, Daggers etc = 1200-1249, 13000-13099&lt;br /&gt;
* Katars = 1250-1299 ; Has 35 free IDs&lt;br /&gt;
 &lt;br /&gt;
* One handed Axes = 1300-1349; Has 43 free IDs&lt;br /&gt;
* Two handed Axes = 1350-1399; Has 32 free IDs&lt;br /&gt;
 &lt;br /&gt;
* One handed Spears = 1400-1449; Has 34 free IDs&lt;br /&gt;
* Two Handed Spears = 1450-1471, 1474-1499&lt;br /&gt;
 &lt;br /&gt;
* Maces = 1500-1549, 16000-16999&lt;br /&gt;
* Books = 1550-1599 ; Has only 2 IDs.&lt;br /&gt;
* Knuckles = 1800-1899 ; Has 95 free IDs&lt;br /&gt;
 &lt;br /&gt;
* One Handed Staves/Rods = 1600-1699; Has 79 free IDs&lt;br /&gt;
* Two Handed Staves/Rods = 1472,1473,2000-2099&lt;br /&gt;
 &lt;br /&gt;
* Bows = 1700-1749, 18100-18499&lt;br /&gt;
* Guitars = 1900-1949 ; Has 32 free IDs&lt;br /&gt;
* Whips = 1950-1999 ; Has 130 free IDs&lt;br /&gt;
 &lt;br /&gt;
* Handguns = 13100-13149&lt;br /&gt;
* Other guns = 13150-13199&lt;br /&gt;
 &lt;br /&gt;
* Ninja weapons = 13300-13399&lt;br /&gt;
&lt;br /&gt;
The number of unused Item IDs left known for a range has also been mentioned above. Best practice to follow check in your range in official db before adding custom weapon.&lt;br /&gt;
&lt;br /&gt;
==Weapon Sprite Solution (For New Clients) ==&lt;br /&gt;
For new clients the view id system is also applicable to client. To add a custom weapon you need to first edit a file&lt;br /&gt;
called weapontable.lub in your data folder&lt;br /&gt;
 data/luafiles514/lua files/datainfo/weapontable.lub&lt;br /&gt;
&lt;br /&gt;
I will be adding &amp;lt;b&amp;gt;Oriental_Sword&amp;lt;/b&amp;gt; which will be a 1-Handed sword. Open weapontable.lub.&lt;br /&gt;
First you will see a table called &amp;lt;b&amp;gt;Weapon_IDs&amp;lt;/b&amp;gt;. Take note of the first 30 values in this table - these are the only available Weapon types in the client right now.&lt;br /&gt;
&lt;br /&gt;
Anyways go to the last entry which should be for Wizardy Staff = 97. You can use a view id after that like shown below&lt;br /&gt;
  WEAPONTYPE_Oriental_Sword = 98,&lt;br /&gt;
*Attention: The last lines usually don't has the &amp;quot;,&amp;quot;&lt;br /&gt;
 e.g: &lt;br /&gt;
 WEAPONTYPE_Oriental_Sword = 98,&lt;br /&gt;
 WEAPONTYPE_Western_Sword = 99&lt;br /&gt;
&lt;br /&gt;
Come down and you see the next table called &amp;lt;b&amp;gt;WeaponNameTable&amp;lt;/b&amp;gt;. Here is where you add your sprite name suffix.&amp;lt;br&amp;gt;&lt;br /&gt;
What do i mean by that? Its the last part in your weapon sprite &amp;amp; act file. Before it used to be _&amp;lt;Item ID&amp;gt;.&lt;br /&gt;
 data/sprite/&amp;lt;job dependent folder&amp;gt;/&amp;lt;job dependent prefix&amp;gt;_&amp;lt;gender&amp;gt;&amp;lt;weapon suffix&amp;gt;.spr&lt;br /&gt;
&lt;br /&gt;
OK Back to topic. so I add my entry like shown below.&lt;br /&gt;
 [Weapon_IDs.WEAPONTYPE_Oriental_Sword] = &amp;quot;_Oriental&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lastly come down further in weapontable.lub and you see the last table called &amp;lt;b&amp;gt;Expansion_Weapon_IDs&amp;lt;/b&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
Remember the 30 types i told you to take note of ? here we assign one of those to our custom (like a mapping or connection).&amp;lt;br&amp;gt;&lt;br /&gt;
Since mine is a 1-Handed Sword I specify it like below.&lt;br /&gt;
 [Weapon_IDs.WEAPONTYPE_Oriental_Sword] = Weapon_IDs.WPCLASS_WEAPONTYPE_SWORD &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Now for the most important part. For our client to actually pick up all these details we need to provide the view id which we used in Weapon_IDs table as the ClassNum value in ItemInfo.lua. Check the [[Custom_Items#System.2FItemInfo.lub|ItemInfo.lub format]] shown above for details.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this your weapon sprite will become visible while attacking.&lt;br /&gt;
&lt;br /&gt;
[[Category:Customization]]&lt;/div&gt;</summary>
		<author><name>Yoh Asakura</name></author>	</entry>

	<entry>
		<id>https://wiki.herc.ws/wiki/Custom_weapons</id>
		<title>Custom weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.herc.ws/wiki/Custom_weapons"/>
				<updated>2015-04-25T08:59:22Z</updated>
		
		<summary type="html">&lt;p&gt;Yoh Asakura: /* Weapon Sprite Solution (For New Clients) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The ID ==&lt;br /&gt;
Why the ID first?  The ID controls what type of weapon sprite is displayed.  Going outside the ID range will cause you to &amp;quot;punch&amp;quot; when attacking.&lt;br /&gt;
&lt;br /&gt;
Open your {{git|db/re/item_db.conf}} or {{git|db/pre-re/item_db.conf}} and find the section with the weapon type you need.  The allowable range is usually obvious.&lt;br /&gt;
&lt;br /&gt;
{| {| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Item ID&lt;br /&gt;
!Item Type&lt;br /&gt;
|-&lt;br /&gt;
|1100-1149, 13400-13499||One-Handed Swords&lt;br /&gt;
|-&lt;br /&gt;
|1150-1199, 21000-21999||Two-Handed Swords&lt;br /&gt;
|-&lt;br /&gt;
|1200-1249, 13000-13099||Knives, Daggers, Etc.&lt;br /&gt;
|-&lt;br /&gt;
|1250-1299||Katars&lt;br /&gt;
|-&lt;br /&gt;
|1300-1349||One-Handed Axes&lt;br /&gt;
|-&lt;br /&gt;
|1350-1399||Two-Handed Axes&lt;br /&gt;
|-&lt;br /&gt;
|1400-1449||One-Handed Spears&lt;br /&gt;
|-&lt;br /&gt;
|1450-1471, 1474-1499||Two-Handed Spears&lt;br /&gt;
|-&lt;br /&gt;
|1500-1549, 16000-16999||Maces&lt;br /&gt;
|-&lt;br /&gt;
|1550-1599||Books&lt;br /&gt;
|-&lt;br /&gt;
|1600-1699||One Handed Rods/Staves&lt;br /&gt;
|-&lt;br /&gt;
|1700-1749, 18100-18499||Bows&lt;br /&gt;
|-&lt;br /&gt;
|1750-1799||Arrows&lt;br /&gt;
|-&lt;br /&gt;
|1800-1849||Knuckles&lt;br /&gt;
|-&lt;br /&gt;
|1900-1949||Guitars/Instruments&lt;br /&gt;
|-&lt;br /&gt;
|1950-1999||Whips&lt;br /&gt;
|-&lt;br /&gt;
|1472,1473,2000-2099||Two Handed Rods/Staves&lt;br /&gt;
|-&lt;br /&gt;
|13100-13149||Handgun&lt;br /&gt;
|-&lt;br /&gt;
|13150-13199||Other Guns&lt;br /&gt;
|-&lt;br /&gt;
|13300-13399||Ninja Weapons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
To make a custom bow, searching for &amp;quot;Bows&amp;quot; in item_db shows that bow IDs start at 1701 and end at 1749. Since there are no remaining IDs, commenting out an unused bow would work.&lt;br /&gt;
&lt;br /&gt;
Otherwise, skip to the next set of bows, which start at 18101.  Select an open ID in that range.&lt;br /&gt;
&lt;br /&gt;
== The Sprite ==&lt;br /&gt;
The client requires a sprite for every job the weapon can be used by.  Some programs can automatically organize the files:&lt;br /&gt;
* [http://rathena.org/board/files/file/2494-ra-sprite-name-gen/ clydelion's Sprite Name Generator]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://rathena.org/board/files/file/2386-ea-sprite-name-generator/ Myzter's Sprite Name Generator]&lt;br /&gt;
&lt;br /&gt;
Don't forget to give the weapon an icon in '''/sprite/¾ÆÀÌÅÛ/''', as well as an inventory icon and collection image in '''/texture/À¯ÀúÀÎÅÍÆäÀÌ½º/item/''' and '''/texture/À¯ÀúÀÎÅÍÆäÀÌ½º/collection/'''.&lt;br /&gt;
&lt;br /&gt;
== Other Client Data ==&lt;br /&gt;
Lastly, the client data tables need to be filled out:&lt;br /&gt;
&lt;br /&gt;
*'''idnum2itemdesctable.txt''': Identified item description.&lt;br /&gt;
*'''idnum2itemdisplaynametable.txt''': Identified item display name.&lt;br /&gt;
*'''idnum2itemresnametable.txt''': Identified sprite name.&lt;br /&gt;
*'''itemslotcounttable.txt''': Number of weapon slots, if necessary (skip if 0).&lt;br /&gt;
*'''num2itemdesctable.txt''': Unidentified item description, if necessary.&lt;br /&gt;
*'''num2itemdisplaynametable.txt''': Unidentified item display name, if necessary.&lt;br /&gt;
*'''num2itemresnametable.txt''': Unidentified sprite name, if necessary.&lt;br /&gt;
&lt;br /&gt;
''And... you are done!''&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
'''Q: Weapon is an Unknown Item.'''&lt;br /&gt;
&lt;br /&gt;
A: An error in resnametable. The client is not reading any value, so it becomes unknown.&lt;br /&gt;
&lt;br /&gt;
'''Q: The weapon sprite shows fine when standing, turns to punches when attacking.'''&lt;br /&gt;
&lt;br /&gt;
A: The ID for the weapon isn't in the allowed range.  Make sure the value is correct.&lt;br /&gt;
&lt;br /&gt;
'''Q: The weapon sprite doesn't show at all.'''&lt;br /&gt;
&lt;br /&gt;
A: Re-check file/folder names and placement.&lt;br /&gt;
&lt;br /&gt;
==Weapon Sprite Solution (Renewal Clients &amp;lt;= 2012-04-10a &amp;amp; Main Clients &amp;lt;= 2012-07-10a)==&lt;br /&gt;
For these clients, Weapons are limited to use a range of Item IDs hardcoded in the clientn for each type.&lt;br /&gt;
For e.g.&lt;br /&gt;
&lt;br /&gt;
 1265,Bloody_Roar,Bloody Roar,4,,10,1000,120,,1,0,4096,7,2,34,4,75,1,16,{ bonus bIgnoreDefRace,RC_DemiHuman; bonus bFlee,-160; bonus bFlee2,-160; bonus bNoRegen,1; bonus bNoRegen,2; },{},{}&lt;br /&gt;
 1266,Test,Test,4,4000,2000,10,165,,1,0,4096,7,2,34,3,33,1,16,{}&lt;br /&gt;
&lt;br /&gt;
 // 1-Handed Axes&lt;br /&gt;
 1301,Axe,Axe,4,500,,800,38,,1,3,8803555,7,2,2,1,3,1,6,{}&lt;br /&gt;
&lt;br /&gt;
Here the item 1266 is a custom katar and it does show up as a katar (if you have the proper sprite files ofcourse). but if i use some id like say 22000, client wont display it. So what is the range of item ids you can use? Look below:&lt;br /&gt;
&lt;br /&gt;
* One handed Swords = 1100-1149, 13400-13499&lt;br /&gt;
* Two handed Swords = 1150-1199, 21000-21999&lt;br /&gt;
 &lt;br /&gt;
* Knives, Daggers etc = 1200-1249, 13000-13099&lt;br /&gt;
* Katars = 1250-1299 ; Has 35 free IDs&lt;br /&gt;
 &lt;br /&gt;
* One handed Axes = 1300-1349; Has 43 free IDs&lt;br /&gt;
* Two handed Axes = 1350-1399; Has 32 free IDs&lt;br /&gt;
 &lt;br /&gt;
* One handed Spears = 1400-1449; Has 34 free IDs&lt;br /&gt;
* Two Handed Spears = 1450-1471, 1474-1499&lt;br /&gt;
 &lt;br /&gt;
* Maces = 1500-1549, 16000-16999&lt;br /&gt;
* Books = 1550-1599 ; Has only 2 IDs.&lt;br /&gt;
* Knuckles = 1800-1899 ; Has 95 free IDs&lt;br /&gt;
 &lt;br /&gt;
* One Handed Staves/Rods = 1600-1699; Has 79 free IDs&lt;br /&gt;
* Two Handed Staves/Rods = 1472,1473,2000-2099&lt;br /&gt;
 &lt;br /&gt;
* Bows = 1700-1749, 18100-18499&lt;br /&gt;
* Guitars = 1900-1949 ; Has 32 free IDs&lt;br /&gt;
* Whips = 1950-1999 ; Has 130 free IDs&lt;br /&gt;
 &lt;br /&gt;
* Handguns = 13100-13149&lt;br /&gt;
* Other guns = 13150-13199&lt;br /&gt;
 &lt;br /&gt;
* Ninja weapons = 13300-13399&lt;br /&gt;
&lt;br /&gt;
The number of unused Item IDs left known for a range has also been mentioned above. Best practice to follow check in your range in official db before adding custom weapon.&lt;br /&gt;
&lt;br /&gt;
==Weapon Sprite Solution (For New Clients) ==&lt;br /&gt;
For new clients the view id system is also applicable to client. To add a custom weapon you need to first edit a file&lt;br /&gt;
called weapontable.lub in your data folder&lt;br /&gt;
 data/luafiles514/lua files/datainfo/weapontable.lub&lt;br /&gt;
&lt;br /&gt;
I will be adding &amp;lt;b&amp;gt;Oriental_Sword&amp;lt;/b&amp;gt; which will be a 1-Handed sword. Open weapontable.lub.&lt;br /&gt;
First you will see a table called &amp;lt;b&amp;gt;Weapon_IDs&amp;lt;/b&amp;gt;. Take note of the first 30 values in this table - these are the only available Weapon types in the client right now.&lt;br /&gt;
&lt;br /&gt;
Anyways go to the last entry which should be for Wizardy Staff = 97. You can use a view id after that like shown below&lt;br /&gt;
  WEAPONTYPE_Oriental_Sword = 98,&lt;br /&gt;
*Attention: The last weapon don't has the &amp;quot;,&amp;quot;&lt;br /&gt;
 e.g: &lt;br /&gt;
 WEAPONTYPE_Oriental_Sword = 98,&lt;br /&gt;
 WEAPONTYPE_Western_Sword = 99&lt;br /&gt;
&lt;br /&gt;
Come down and you see the next table called &amp;lt;b&amp;gt;WeaponNameTable&amp;lt;/b&amp;gt;. Here is where you add your sprite name suffix.&amp;lt;br&amp;gt;&lt;br /&gt;
What do i mean by that? Its the last part in your weapon sprite &amp;amp; act file. Before it used to be _&amp;lt;Item ID&amp;gt;.&lt;br /&gt;
 data/sprite/&amp;lt;job dependent folder&amp;gt;/&amp;lt;job dependent prefix&amp;gt;_&amp;lt;gender&amp;gt;&amp;lt;weapon suffix&amp;gt;.spr&lt;br /&gt;
&lt;br /&gt;
OK Back to topic. so I add my entry like shown below.&lt;br /&gt;
 [Weapon_IDs.WEAPONTYPE_Oriental_Sword] = &amp;quot;_Oriental&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lastly come down further in weapontable.lub and you see the last table called &amp;lt;b&amp;gt;Expansion_Weapon_IDs&amp;lt;/b&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
Remember the 30 types i told you to take note of ? here we assign one of those to our custom (like a mapping or connection).&amp;lt;br&amp;gt;&lt;br /&gt;
Since mine is a 1-Handed Sword I specify it like below.&lt;br /&gt;
 [Weapon_IDs.WEAPONTYPE_Oriental_Sword] = Weapon_IDs.WPCLASS_WEAPONTYPE_SWORD &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Now for the most important part. For our client to actually pick up all these details we need to provide the view id which we used in Weapon_IDs table as the ClassNum value in ItemInfo.lua. Check the [[Custom_Items#System.2FItemInfo.lub|ItemInfo.lub format]] shown above for details.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this your weapon sprite will become visible while attacking.&lt;br /&gt;
&lt;br /&gt;
[[Category:Customization]]&lt;/div&gt;</summary>
		<author><name>Yoh Asakura</name></author>	</entry>

	<entry>
		<id>https://wiki.herc.ws/wiki/Custom_weapons</id>
		<title>Custom weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.herc.ws/wiki/Custom_weapons"/>
				<updated>2015-04-25T08:57:57Z</updated>
		
		<summary type="html">&lt;p&gt;Yoh Asakura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The ID ==&lt;br /&gt;
Why the ID first?  The ID controls what type of weapon sprite is displayed.  Going outside the ID range will cause you to &amp;quot;punch&amp;quot; when attacking.&lt;br /&gt;
&lt;br /&gt;
Open your {{git|db/re/item_db.conf}} or {{git|db/pre-re/item_db.conf}} and find the section with the weapon type you need.  The allowable range is usually obvious.&lt;br /&gt;
&lt;br /&gt;
{| {| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Item ID&lt;br /&gt;
!Item Type&lt;br /&gt;
|-&lt;br /&gt;
|1100-1149, 13400-13499||One-Handed Swords&lt;br /&gt;
|-&lt;br /&gt;
|1150-1199, 21000-21999||Two-Handed Swords&lt;br /&gt;
|-&lt;br /&gt;
|1200-1249, 13000-13099||Knives, Daggers, Etc.&lt;br /&gt;
|-&lt;br /&gt;
|1250-1299||Katars&lt;br /&gt;
|-&lt;br /&gt;
|1300-1349||One-Handed Axes&lt;br /&gt;
|-&lt;br /&gt;
|1350-1399||Two-Handed Axes&lt;br /&gt;
|-&lt;br /&gt;
|1400-1449||One-Handed Spears&lt;br /&gt;
|-&lt;br /&gt;
|1450-1471, 1474-1499||Two-Handed Spears&lt;br /&gt;
|-&lt;br /&gt;
|1500-1549, 16000-16999||Maces&lt;br /&gt;
|-&lt;br /&gt;
|1550-1599||Books&lt;br /&gt;
|-&lt;br /&gt;
|1600-1699||One Handed Rods/Staves&lt;br /&gt;
|-&lt;br /&gt;
|1700-1749, 18100-18499||Bows&lt;br /&gt;
|-&lt;br /&gt;
|1750-1799||Arrows&lt;br /&gt;
|-&lt;br /&gt;
|1800-1849||Knuckles&lt;br /&gt;
|-&lt;br /&gt;
|1900-1949||Guitars/Instruments&lt;br /&gt;
|-&lt;br /&gt;
|1950-1999||Whips&lt;br /&gt;
|-&lt;br /&gt;
|1472,1473,2000-2099||Two Handed Rods/Staves&lt;br /&gt;
|-&lt;br /&gt;
|13100-13149||Handgun&lt;br /&gt;
|-&lt;br /&gt;
|13150-13199||Other Guns&lt;br /&gt;
|-&lt;br /&gt;
|13300-13399||Ninja Weapons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
To make a custom bow, searching for &amp;quot;Bows&amp;quot; in item_db shows that bow IDs start at 1701 and end at 1749. Since there are no remaining IDs, commenting out an unused bow would work.&lt;br /&gt;
&lt;br /&gt;
Otherwise, skip to the next set of bows, which start at 18101.  Select an open ID in that range.&lt;br /&gt;
&lt;br /&gt;
== The Sprite ==&lt;br /&gt;
The client requires a sprite for every job the weapon can be used by.  Some programs can automatically organize the files:&lt;br /&gt;
* [http://rathena.org/board/files/file/2494-ra-sprite-name-gen/ clydelion's Sprite Name Generator]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://rathena.org/board/files/file/2386-ea-sprite-name-generator/ Myzter's Sprite Name Generator]&lt;br /&gt;
&lt;br /&gt;
Don't forget to give the weapon an icon in '''/sprite/¾ÆÀÌÅÛ/''', as well as an inventory icon and collection image in '''/texture/À¯ÀúÀÎÅÍÆäÀÌ½º/item/''' and '''/texture/À¯ÀúÀÎÅÍÆäÀÌ½º/collection/'''.&lt;br /&gt;
&lt;br /&gt;
== Other Client Data ==&lt;br /&gt;
Lastly, the client data tables need to be filled out:&lt;br /&gt;
&lt;br /&gt;
*'''idnum2itemdesctable.txt''': Identified item description.&lt;br /&gt;
*'''idnum2itemdisplaynametable.txt''': Identified item display name.&lt;br /&gt;
*'''idnum2itemresnametable.txt''': Identified sprite name.&lt;br /&gt;
*'''itemslotcounttable.txt''': Number of weapon slots, if necessary (skip if 0).&lt;br /&gt;
*'''num2itemdesctable.txt''': Unidentified item description, if necessary.&lt;br /&gt;
*'''num2itemdisplaynametable.txt''': Unidentified item display name, if necessary.&lt;br /&gt;
*'''num2itemresnametable.txt''': Unidentified sprite name, if necessary.&lt;br /&gt;
&lt;br /&gt;
''And... you are done!''&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
'''Q: Weapon is an Unknown Item.'''&lt;br /&gt;
&lt;br /&gt;
A: An error in resnametable. The client is not reading any value, so it becomes unknown.&lt;br /&gt;
&lt;br /&gt;
'''Q: The weapon sprite shows fine when standing, turns to punches when attacking.'''&lt;br /&gt;
&lt;br /&gt;
A: The ID for the weapon isn't in the allowed range.  Make sure the value is correct.&lt;br /&gt;
&lt;br /&gt;
'''Q: The weapon sprite doesn't show at all.'''&lt;br /&gt;
&lt;br /&gt;
A: Re-check file/folder names and placement.&lt;br /&gt;
&lt;br /&gt;
==Weapon Sprite Solution (Renewal Clients &amp;lt;= 2012-04-10a &amp;amp; Main Clients &amp;lt;= 2012-07-10a)==&lt;br /&gt;
For these clients, Weapons are limited to use a range of Item IDs hardcoded in the clientn for each type.&lt;br /&gt;
For e.g.&lt;br /&gt;
&lt;br /&gt;
 1265,Bloody_Roar,Bloody Roar,4,,10,1000,120,,1,0,4096,7,2,34,4,75,1,16,{ bonus bIgnoreDefRace,RC_DemiHuman; bonus bFlee,-160; bonus bFlee2,-160; bonus bNoRegen,1; bonus bNoRegen,2; },{},{}&lt;br /&gt;
 1266,Test,Test,4,4000,2000,10,165,,1,0,4096,7,2,34,3,33,1,16,{}&lt;br /&gt;
&lt;br /&gt;
 // 1-Handed Axes&lt;br /&gt;
 1301,Axe,Axe,4,500,,800,38,,1,3,8803555,7,2,2,1,3,1,6,{}&lt;br /&gt;
&lt;br /&gt;
Here the item 1266 is a custom katar and it does show up as a katar (if you have the proper sprite files ofcourse). but if i use some id like say 22000, client wont display it. So what is the range of item ids you can use? Look below:&lt;br /&gt;
&lt;br /&gt;
* One handed Swords = 1100-1149, 13400-13499&lt;br /&gt;
* Two handed Swords = 1150-1199, 21000-21999&lt;br /&gt;
 &lt;br /&gt;
* Knives, Daggers etc = 1200-1249, 13000-13099&lt;br /&gt;
* Katars = 1250-1299 ; Has 35 free IDs&lt;br /&gt;
 &lt;br /&gt;
* One handed Axes = 1300-1349; Has 43 free IDs&lt;br /&gt;
* Two handed Axes = 1350-1399; Has 32 free IDs&lt;br /&gt;
 &lt;br /&gt;
* One handed Spears = 1400-1449; Has 34 free IDs&lt;br /&gt;
* Two Handed Spears = 1450-1471, 1474-1499&lt;br /&gt;
 &lt;br /&gt;
* Maces = 1500-1549, 16000-16999&lt;br /&gt;
* Books = 1550-1599 ; Has only 2 IDs.&lt;br /&gt;
* Knuckles = 1800-1899 ; Has 95 free IDs&lt;br /&gt;
 &lt;br /&gt;
* One Handed Staves/Rods = 1600-1699; Has 79 free IDs&lt;br /&gt;
* Two Handed Staves/Rods = 1472,1473,2000-2099&lt;br /&gt;
 &lt;br /&gt;
* Bows = 1700-1749, 18100-18499&lt;br /&gt;
* Guitars = 1900-1949 ; Has 32 free IDs&lt;br /&gt;
* Whips = 1950-1999 ; Has 130 free IDs&lt;br /&gt;
 &lt;br /&gt;
* Handguns = 13100-13149&lt;br /&gt;
* Other guns = 13150-13199&lt;br /&gt;
 &lt;br /&gt;
* Ninja weapons = 13300-13399&lt;br /&gt;
&lt;br /&gt;
The number of unused Item IDs left known for a range has also been mentioned above. Best practice to follow check in your range in official db before adding custom weapon.&lt;br /&gt;
&lt;br /&gt;
==Weapon Sprite Solution (For New Clients) ==&lt;br /&gt;
For new clients the view id system is also applicable to client. To add a custom weapon you need to first edit a file&lt;br /&gt;
called weapontable.lub in your data folder&lt;br /&gt;
 data/luafiles514/lua files/datainfo/weapontable.lub&lt;br /&gt;
&lt;br /&gt;
I will be adding &amp;lt;b&amp;gt;Oriental_Sword&amp;lt;/b&amp;gt; which will be a 1-Handed sword. Open weapontable.lub.&lt;br /&gt;
First you will see a table called &amp;lt;b&amp;gt;Weapon_IDs&amp;lt;/b&amp;gt;. Take note of the first 30 values in this table - these are the only available Weapon types in the client right now.&lt;br /&gt;
&lt;br /&gt;
Anyways go to the last entry which should be for Wizardy Staff = 97. You can use a view id after that like shown below&lt;br /&gt;
  WEAPONTYPE_Oriental_Sword = 98,&lt;br /&gt;
*Attention: Do not forget to remove the ',' for the last custom weapon.&lt;br /&gt;
e.g: &lt;br /&gt;
 WEAPONTYPE_Oriental_Sword = 98,&lt;br /&gt;
 WEAPONTYPE_Oriental_Sword = 99&lt;br /&gt;
&lt;br /&gt;
Come down and you see the next table called &amp;lt;b&amp;gt;WeaponNameTable&amp;lt;/b&amp;gt;. Here is where you add your sprite name suffix.&amp;lt;br&amp;gt;&lt;br /&gt;
What do i mean by that? Its the last part in your weapon sprite &amp;amp; act file. Before it used to be _&amp;lt;Item ID&amp;gt;.&lt;br /&gt;
 data/sprite/&amp;lt;job dependent folder&amp;gt;/&amp;lt;job dependent prefix&amp;gt;_&amp;lt;gender&amp;gt;&amp;lt;weapon suffix&amp;gt;.spr&lt;br /&gt;
&lt;br /&gt;
OK Back to topic. so I add my entry like shown below.&lt;br /&gt;
 [Weapon_IDs.WEAPONTYPE_Oriental_Sword] = &amp;quot;_Oriental&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lastly come down further in weapontable.lub and you see the last table called &amp;lt;b&amp;gt;Expansion_Weapon_IDs&amp;lt;/b&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
Remember the 30 types i told you to take note of ? here we assign one of those to our custom (like a mapping or connection).&amp;lt;br&amp;gt;&lt;br /&gt;
Since mine is a 1-Handed Sword I specify it like below.&lt;br /&gt;
 [Weapon_IDs.WEAPONTYPE_Oriental_Sword] = Weapon_IDs.WPCLASS_WEAPONTYPE_SWORD &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Now for the most important part. For our client to actually pick up all these details we need to provide the view id which we used in Weapon_IDs table as the ClassNum value in ItemInfo.lua. Check the [[Custom_Items#System.2FItemInfo.lub|ItemInfo.lub format]] shown above for details.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this your weapon sprite will become visible while attacking.&lt;br /&gt;
&lt;br /&gt;
[[Category:Customization]]&lt;/div&gt;</summary>
		<author><name>Yoh Asakura</name></author>	</entry>

	<entry>
		<id>https://wiki.herc.ws/wiki/Custom_weapons</id>
		<title>Custom weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.herc.ws/wiki/Custom_weapons"/>
				<updated>2015-04-25T08:57:07Z</updated>
		
		<summary type="html">&lt;p&gt;Yoh Asakura: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The ID ==&lt;br /&gt;
Why the ID first?  The ID controls what type of weapon sprite is displayed.  Going outside the ID range will cause you to &amp;quot;punch&amp;quot; when attacking.&lt;br /&gt;
&lt;br /&gt;
Open your {{git|db/re/item_db.conf}} or {{git|db/pre-re/item_db.conf}} and find the section with the weapon type you need.  The allowable range is usually obvious.&lt;br /&gt;
&lt;br /&gt;
{| {| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Item ID&lt;br /&gt;
!Item Type&lt;br /&gt;
|-&lt;br /&gt;
|1100-1149, 13400-13499||One-Handed Swords&lt;br /&gt;
|-&lt;br /&gt;
|1150-1199, 21000-21999||Two-Handed Swords&lt;br /&gt;
|-&lt;br /&gt;
|1200-1249, 13000-13099||Knives, Daggers, Etc.&lt;br /&gt;
|-&lt;br /&gt;
|1250-1299||Katars&lt;br /&gt;
|-&lt;br /&gt;
|1300-1349||One-Handed Axes&lt;br /&gt;
|-&lt;br /&gt;
|1350-1399||Two-Handed Axes&lt;br /&gt;
|-&lt;br /&gt;
|1400-1449||One-Handed Spears&lt;br /&gt;
|-&lt;br /&gt;
|1450-1471, 1474-1499||Two-Handed Spears&lt;br /&gt;
|-&lt;br /&gt;
|1500-1549, 16000-16999||Maces&lt;br /&gt;
|-&lt;br /&gt;
|1550-1599||Books&lt;br /&gt;
|-&lt;br /&gt;
|1600-1699||One Handed Rods/Staves&lt;br /&gt;
|-&lt;br /&gt;
|1700-1749, 18100-18499||Bows&lt;br /&gt;
|-&lt;br /&gt;
|1750-1799||Arrows&lt;br /&gt;
|-&lt;br /&gt;
|1800-1849||Knuckles&lt;br /&gt;
|-&lt;br /&gt;
|1900-1949||Guitars/Instruments&lt;br /&gt;
|-&lt;br /&gt;
|1950-1999||Whips&lt;br /&gt;
|-&lt;br /&gt;
|1472,1473,2000-2099||Two Handed Rods/Staves&lt;br /&gt;
|-&lt;br /&gt;
|13100-13149||Handgun&lt;br /&gt;
|-&lt;br /&gt;
|13150-13199||Other Guns&lt;br /&gt;
|-&lt;br /&gt;
|13300-13399||Ninja Weapons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
To make a custom bow, searching for &amp;quot;Bows&amp;quot; in item_db shows that bow IDs start at 1701 and end at 1749. Since there are no remaining IDs, commenting out an unused bow would work.&lt;br /&gt;
&lt;br /&gt;
Otherwise, skip to the next set of bows, which start at 18101.  Select an open ID in that range.&lt;br /&gt;
&lt;br /&gt;
== The Sprite ==&lt;br /&gt;
The client requires a sprite for every job the weapon can be used by.  Some programs can automatically organize the files:&lt;br /&gt;
* [http://rathena.org/board/files/file/2494-ra-sprite-name-gen/ clydelion's Sprite Name Generator]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://rathena.org/board/files/file/2386-ea-sprite-name-generator/ Myzter's Sprite Name Generator]&lt;br /&gt;
&lt;br /&gt;
Don't forget to give the weapon an icon in '''/sprite/¾ÆÀÌÅÛ/''', as well as an inventory icon and collection image in '''/texture/À¯ÀúÀÎÅÍÆäÀÌ½º/item/''' and '''/texture/À¯ÀúÀÎÅÍÆäÀÌ½º/collection/'''.&lt;br /&gt;
&lt;br /&gt;
== Other Client Data ==&lt;br /&gt;
Lastly, the client data tables need to be filled out:&lt;br /&gt;
&lt;br /&gt;
*'''idnum2itemdesctable.txt''': Identified item description.&lt;br /&gt;
*'''idnum2itemdisplaynametable.txt''': Identified item display name.&lt;br /&gt;
*'''idnum2itemresnametable.txt''': Identified sprite name.&lt;br /&gt;
*'''itemslotcounttable.txt''': Number of weapon slots, if necessary (skip if 0).&lt;br /&gt;
*'''num2itemdesctable.txt''': Unidentified item description, if necessary.&lt;br /&gt;
*'''num2itemdisplaynametable.txt''': Unidentified item display name, if necessary.&lt;br /&gt;
*'''num2itemresnametable.txt''': Unidentified sprite name, if necessary.&lt;br /&gt;
&lt;br /&gt;
''And... you are done!''&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
'''Q: Weapon is an Unknown Item.'''&lt;br /&gt;
&lt;br /&gt;
A: An error in resnametable. The client is not reading any value, so it becomes unknown.&lt;br /&gt;
&lt;br /&gt;
'''Q: The weapon sprite shows fine when standing, turns to punches when attacking.'''&lt;br /&gt;
&lt;br /&gt;
A: The ID for the weapon isn't in the allowed range.  Make sure the value is correct.&lt;br /&gt;
&lt;br /&gt;
'''Q: The weapon sprite doesn't show at all.'''&lt;br /&gt;
&lt;br /&gt;
A: Re-check file/folder names and placement.&lt;br /&gt;
&lt;br /&gt;
== The ID ==&lt;br /&gt;
Why the ID first?  The ID controls what type of weapon sprite is displayed.  Going outside the ID range will cause you to &amp;quot;punch&amp;quot; when attacking.&lt;br /&gt;
&lt;br /&gt;
Open your {{git|db/re/item_db.conf}} or {{git|db/pre-re/item_db.conf}} and find the section with the weapon type you need.  The allowable range is usually obvious.&lt;br /&gt;
&lt;br /&gt;
{| {| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Item ID&lt;br /&gt;
!Item Type&lt;br /&gt;
|-&lt;br /&gt;
|1100-1149, 13400-13499||One-Handed Swords&lt;br /&gt;
|-&lt;br /&gt;
|1150-1199, 21000-21999||Two-Handed Swords&lt;br /&gt;
|-&lt;br /&gt;
|1200-1249, 13000-13099||Knives, Daggers, Etc.&lt;br /&gt;
|-&lt;br /&gt;
|1250-1299||Katars&lt;br /&gt;
|-&lt;br /&gt;
|1300-1349||One-Handed Axes&lt;br /&gt;
|-&lt;br /&gt;
|1350-1399||Two-Handed Axes&lt;br /&gt;
|-&lt;br /&gt;
|1400-1449||One-Handed Spears&lt;br /&gt;
|-&lt;br /&gt;
|1450-1471, 1474-1499||Two-Handed Spears&lt;br /&gt;
|-&lt;br /&gt;
|1500-1549, 16000-16999||Maces&lt;br /&gt;
|-&lt;br /&gt;
|1550-1599||Books&lt;br /&gt;
|-&lt;br /&gt;
|1600-1699||One Handed Rods/Staves&lt;br /&gt;
|-&lt;br /&gt;
|1700-1749, 18100-18499||Bows&lt;br /&gt;
|-&lt;br /&gt;
|1750-1799||Arrows&lt;br /&gt;
|-&lt;br /&gt;
|1800-1849||Knuckles&lt;br /&gt;
|-&lt;br /&gt;
|1900-1949||Guitars/Instruments&lt;br /&gt;
|-&lt;br /&gt;
|1950-1999||Whips&lt;br /&gt;
|-&lt;br /&gt;
|1472,1473,2000-2099||Two Handed Rods/Staves&lt;br /&gt;
|-&lt;br /&gt;
|13100-13149||Handgun&lt;br /&gt;
|-&lt;br /&gt;
|13150-13199||Other Guns&lt;br /&gt;
|-&lt;br /&gt;
|13300-13399||Ninja Weapons&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
To make a custom bow, searching for &amp;quot;Bows&amp;quot; in item_db shows that bow IDs start at 1701 and end at 1749. Since there are no remaining IDs, commenting out an unused bow would work.&lt;br /&gt;
&lt;br /&gt;
Otherwise, skip to the next set of bows, which start at 18101.  Select an open ID in that range.&lt;br /&gt;
&lt;br /&gt;
== The Sprite ==&lt;br /&gt;
The client requires a sprite for every job the weapon can be used by.  Some programs can automatically organize the files:&lt;br /&gt;
* [http://rathena.org/board/files/file/2494-ra-sprite-name-gen/ clydelion's Sprite Name Generator]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://rathena.org/board/files/file/2386-ea-sprite-name-generator/ Myzter's Sprite Name Generator]&lt;br /&gt;
&lt;br /&gt;
Don't forget to give the weapon an icon in '''/sprite/¾ÆÀÌÅÛ/''', as well as an inventory icon and collection image in '''/texture/À¯ÀúÀÎÅÍÆäÀÌ½º/item/''' and '''/texture/À¯ÀúÀÎÅÍÆäÀÌ½º/collection/'''.&lt;br /&gt;
&lt;br /&gt;
== Other Client Data ==&lt;br /&gt;
Lastly, the client data tables need to be filled out:&lt;br /&gt;
&lt;br /&gt;
*'''idnum2itemdesctable.txt''': Identified item description.&lt;br /&gt;
*'''idnum2itemdisplaynametable.txt''': Identified item display name.&lt;br /&gt;
*'''idnum2itemresnametable.txt''': Identified sprite name.&lt;br /&gt;
*'''itemslotcounttable.txt''': Number of weapon slots, if necessary (skip if 0).&lt;br /&gt;
*'''num2itemdesctable.txt''': Unidentified item description, if necessary.&lt;br /&gt;
*'''num2itemdisplaynametable.txt''': Unidentified item display name, if necessary.&lt;br /&gt;
*'''num2itemresnametable.txt''': Unidentified sprite name, if necessary.&lt;br /&gt;
&lt;br /&gt;
''And... you are done!''&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
'''Q: Weapon is an Unknown Item.'''&lt;br /&gt;
&lt;br /&gt;
A: An error in resnametable. The client is not reading any value, so it becomes unknown.&lt;br /&gt;
&lt;br /&gt;
'''Q: The weapon sprite shows fine when standing, turns to punches when attacking.'''&lt;br /&gt;
&lt;br /&gt;
A: The ID for the weapon isn't in the allowed range.  Make sure the value is correct.&lt;br /&gt;
&lt;br /&gt;
'''Q: The weapon sprite doesn't show at all.'''&lt;br /&gt;
&lt;br /&gt;
A: Re-check file/folder names and placement.&lt;br /&gt;
&lt;br /&gt;
==Weapon Sprite Solution (Renewal Clients &amp;lt;= 2012-04-10a &amp;amp; Main Clients &amp;lt;= 2012-07-10a)==&lt;br /&gt;
For these clients, Weapons are limited to use a range of Item IDs hardcoded in the clientn for each type.&lt;br /&gt;
For e.g.&lt;br /&gt;
&lt;br /&gt;
 1265,Bloody_Roar,Bloody Roar,4,,10,1000,120,,1,0,4096,7,2,34,4,75,1,16,{ bonus bIgnoreDefRace,RC_DemiHuman; bonus bFlee,-160; bonus bFlee2,-160; bonus bNoRegen,1; bonus bNoRegen,2; },{},{}&lt;br /&gt;
 1266,Test,Test,4,4000,2000,10,165,,1,0,4096,7,2,34,3,33,1,16,{}&lt;br /&gt;
&lt;br /&gt;
 // 1-Handed Axes&lt;br /&gt;
 1301,Axe,Axe,4,500,,800,38,,1,3,8803555,7,2,2,1,3,1,6,{}&lt;br /&gt;
&lt;br /&gt;
Here the item 1266 is a custom katar and it does show up as a katar (if you have the proper sprite files ofcourse). but if i use some id like say 22000, client wont display it. So what is the range of item ids you can use? Look below:&lt;br /&gt;
&lt;br /&gt;
* One handed Swords = 1100-1149, 13400-13499&lt;br /&gt;
* Two handed Swords = 1150-1199, 21000-21999&lt;br /&gt;
 &lt;br /&gt;
* Knives, Daggers etc = 1200-1249, 13000-13099&lt;br /&gt;
* Katars = 1250-1299 ; Has 35 free IDs&lt;br /&gt;
 &lt;br /&gt;
* One handed Axes = 1300-1349; Has 43 free IDs&lt;br /&gt;
* Two handed Axes = 1350-1399; Has 32 free IDs&lt;br /&gt;
 &lt;br /&gt;
* One handed Spears = 1400-1449; Has 34 free IDs&lt;br /&gt;
* Two Handed Spears = 1450-1471, 1474-1499&lt;br /&gt;
 &lt;br /&gt;
* Maces = 1500-1549, 16000-16999&lt;br /&gt;
* Books = 1550-1599 ; Has only 2 IDs.&lt;br /&gt;
* Knuckles = 1800-1899 ; Has 95 free IDs&lt;br /&gt;
 &lt;br /&gt;
* One Handed Staves/Rods = 1600-1699; Has 79 free IDs&lt;br /&gt;
* Two Handed Staves/Rods = 1472,1473,2000-2099&lt;br /&gt;
 &lt;br /&gt;
* Bows = 1700-1749, 18100-18499&lt;br /&gt;
* Guitars = 1900-1949 ; Has 32 free IDs&lt;br /&gt;
* Whips = 1950-1999 ; Has 130 free IDs&lt;br /&gt;
 &lt;br /&gt;
* Handguns = 13100-13149&lt;br /&gt;
* Other guns = 13150-13199&lt;br /&gt;
 &lt;br /&gt;
* Ninja weapons = 13300-13399&lt;br /&gt;
&lt;br /&gt;
The number of unused Item IDs left known for a range has also been mentioned above. Best practice to follow check in your range in official db before adding custom weapon.&lt;br /&gt;
&lt;br /&gt;
==Weapon Sprite Solution (For New Clients) ==&lt;br /&gt;
For new clients the view id system is also applicable to client. To add a custom weapon you need to first edit a file&lt;br /&gt;
called weapontable.lub in your data folder&lt;br /&gt;
 data/luafiles514/lua files/datainfo/weapontable.lub&lt;br /&gt;
&lt;br /&gt;
I will be adding &amp;lt;b&amp;gt;Oriental_Sword&amp;lt;/b&amp;gt; which will be a 1-Handed sword. Open weapontable.lub.&lt;br /&gt;
First you will see a table called &amp;lt;b&amp;gt;Weapon_IDs&amp;lt;/b&amp;gt;. Take note of the first 30 values in this table - these are the only available Weapon types in the client right now.&lt;br /&gt;
&lt;br /&gt;
Anyways go to the last entry which should be for Wizardy Staff = 97. You can use a view id after that like shown below&lt;br /&gt;
  WEAPONTYPE_Oriental_Sword = 98,&lt;br /&gt;
*Attention: Do not forget to remove the ',' for the last custom weapon.&lt;br /&gt;
e.g: &lt;br /&gt;
 WEAPONTYPE_Oriental_Sword = 98,&lt;br /&gt;
 WEAPONTYPE_Oriental_Sword = 99&lt;br /&gt;
&lt;br /&gt;
Come down and you see the next table called &amp;lt;b&amp;gt;WeaponNameTable&amp;lt;/b&amp;gt;. Here is where you add your sprite name suffix.&amp;lt;br&amp;gt;&lt;br /&gt;
What do i mean by that? Its the last part in your weapon sprite &amp;amp; act file. Before it used to be _&amp;lt;Item ID&amp;gt;.&lt;br /&gt;
 data/sprite/&amp;lt;job dependent folder&amp;gt;/&amp;lt;job dependent prefix&amp;gt;_&amp;lt;gender&amp;gt;&amp;lt;weapon suffix&amp;gt;.spr&lt;br /&gt;
&lt;br /&gt;
OK Back to topic. so I add my entry like shown below.&lt;br /&gt;
 [Weapon_IDs.WEAPONTYPE_Oriental_Sword] = &amp;quot;_Oriental&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lastly come down further in weapontable.lub and you see the last table called &amp;lt;b&amp;gt;Expansion_Weapon_IDs&amp;lt;/b&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
Remember the 30 types i told you to take note of ? here we assign one of those to our custom (like a mapping or connection).&amp;lt;br&amp;gt;&lt;br /&gt;
Since mine is a 1-Handed Sword I specify it like below.&lt;br /&gt;
 [Weapon_IDs.WEAPONTYPE_Oriental_Sword] = Weapon_IDs.WPCLASS_WEAPONTYPE_SWORD &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Now for the most important part. For our client to actually pick up all these details we need to provide the view id which we used in Weapon_IDs table as the ClassNum value in ItemInfo.lua. Check the [[Custom_Items#System.2FItemInfo.lub|ItemInfo.lub format]] shown above for details.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With this your weapon sprite will become visible while attacking.&lt;br /&gt;
&lt;br /&gt;
[[Category:Customization]]&lt;/div&gt;</summary>
		<author><name>Yoh Asakura</name></author>	</entry>

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