This is caused by missing entry for class for specific item.
This is how armor item (chest here) is defined for classes:
[WARDROBE]
CLASS:DESTROYER
TEXTURE:media/wardrobe/destroyer/dest_scale_chest.png
MESH:media/wardrobe/destroyer/scale_set.mesh
ICON:scalevest
[/WARDROBE]
[WARDROBE]
CLASS:ALCHEMIST
TEXTURE:media/wardrobe/alchemist/alchemist_hvyleather_chest.png
MESH:media/wardrobe/alchemist/hvyleather_set.mesh
[/WARDROBE]
[WARDROBE]
CLASS:VANQUISHER
MESH:media/wardrobe/vanquisher/vanquisher_buckled.mesh
TEXTURE:media/wardrobe/vanquisher/buckled_chest.png
ICON:vanq_buckled_body
[/WARDROBE]
So every class needs entry with mesh and texture that will be used to visualize that item.[/WARDROBE]
[WARDROBE]
[/WARDROBE]
[WARDROBE]
[/WARDROBE]
When introducing new class, you have to place entry for that class and link all needed references (mesh, texture, drop mesh)
e.g. for Lady Knight
[WARDROBE]
CLASS:LADY KNIGHT
TEXTURE:media\wardrobe\ladyknight\buckled_chest.png
MESH:media\wardrobe\ladyknight\vanquisher_buckled.mesh
ICON:vanq_buckled_body
[/WARDROBE]
Now notice that Lady Knight is based from Vanquisher and uses same names for texture and meshes.[/WARDROBE]
With that being followed (keeping same names for meshes and textures) and changing only the directory you can automate the process.
There are like 1000 of item files - so doing it manually is a suicide job.
This program allows you to use original items and append entry for your own class.
'original items' - is path to items you want to expand with your class entry
'class to copy' - one of the original classes you are basing your class upon
'new class name' - name of your class, that will be also used to point texture and mesh paths to if you wish to use your custom ones (override options)
switches specifying whether you wish to use your own meshes and textures
ignore 3rd switch
Download:
Only .exe (requires .net 3.5)CustomClassItems.exe (30kB)
.exe together with pack of original items from Class Creator (1000+ items)
CustomClassItemsTL.zip (2 MB)


