toma esto como referencia, take this as a reference.
103 21 21 255 "Sword55" //Ruby Neon Sword [BK] 102 2.34 0.34 0.94 "Sword37" //Cyclone Sword [BK] 612 255 255 255 "Mace21" //Horn of Steel [BK] 3174 255 255 255 "Shield23" //Storm Wing Shield [BK] 3686 255 255 255 "HelmMale75" //Storm Wing Helm [BK] 4198 255 255 255 "ArmorMale75" //Storm Wing Armor [BK] 4710 255 255 255 "PantMale75" //Storm Wing Pants [BK] 5222 255 255 255 "GloveMale75" //Storm Wing Gloves [BK] 5734 255 255 255 "BootMale75" //Storm Wing Boots [BK] 3690 231 70 255 "HelmMale84" //Imperion Dragon Helm [BK] 4202 231 70 255 "ArmorMale84" //Imperion Dragon Armor [BK] 4714 231 70 255 "PantMale84" //Imperion Dragon Pants [BK] 5226 231 22 21 "GloveMale84" //Imperion Dragon Gloves [BK] 5738 231 22 21 "BootMale84" //Imperion Dragon Boots [BK] |
el anaranjado es la index de el arma, el rojo son los RGB (rojo, verde, azul), el purpura es como se llama el bmd de la espada
the orange is the index of the weapon, the red is the RGB (red, green, blue), the purple is what is called the bmd of the sword
todo eso va en el customitem.txt de la carpeta donde generas la licencia.ex o el ah.main
all that goes in the customitem.txt of the folder where you generate the license.ex or the ah.main
ahora si tienes 1 solo bmd para las 4 armas es mas facil coje el bmd y ponle ejempli: si es bmd10 entonces los otros 3 serian bmd11 bmd12 bmd13, luego agregalos al customitem.txt los otros 3 bmds nuevos y al item_eng con la nueva index y al itemtooltip_eng con las nuevas index y listo
Now if you have 1 only bmd for the 4 weapons it is easier to take the bmd and give it an example: if it is bmd10 then the other 3 would be bmd11 bmd12 bmd13, then add them to the customitem.txt the other 3 new bmds and the item_eng with the new index and the itemtooltip_eng with the new index and ready