How to add clothing to Arcturus Morningstar

Ultra

Posting Freak
Jan 7, 2011
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1. Download the clothing furni swfs and icons from where ever you like, I use . Place the swfs and icons into your dcr/hof_furni and the icons into your dcr/hof_furni/icons respectively.

2. Add the missing furnidata from . Place this into your gamedata/furnidata.xml file. Make sure you place it after the <roomitemtypes> tag and before the </roomitemtypes> tag.

Before steps 3 and 4, note that you have to update your figuredata and figuremap in both your gamedata and your PRODUCTION folders. So just update the files in one folder and copy them into the other.

3. First of all, if you don't have any custom clothing, just replace your existing figuredata with Habbo's, this is the easiest way.

Otherwise, add the missing figuredata from . In order to find the figuredata you need, go to and search for the clothing you'd like to add. You'll then see <customparams>NUMBER</customparams> under the furni.
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Here's where it can get a bit confusing. If there are multiple numbers in the <customparams>, then you need to search for all of those in the figuredata and add them as well. Search for the number in Habbo's figuredata and where it says <set id="number", Copy it from <set id to </set>.
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Now for the first part id under the set id, you'll see type="".
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If it's, for example, type="ca", then search for settype type="ca" in your own figuredata. Add the figuredata you copied under that settype.
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Again, if there are multiple numbers in the <customparams>, do this for every number in there.

If you want to make the clothing just appear in the avatar editor without having to buy it, then change preselectable to 1, and sellable to 0 for whatever figuredata you're adding.
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4. Now for the figuremap, again, if you don't have any custom clothing just use Habbo's figuremap.

Otherwise, add the missing figuremap info from . Usually you'll find what you're looking for if you search for the NAME from the item name "clothing_NAME". So if you're adding, for example, clothing_lanternstaff, then search for lantern or lanternstaff in the figuremap.
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Copy it from <lib id to </lib> and add it to your figuremap. There might be more than one result for some clothing, so make sure you add them all.
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If searching by name doesn't work, then search by the part ids you got from the figuredata. For each set id in the figuredata, search for the first part id in the figuremap.
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5. Next you have to download the actual clothing swfs. In order to do that, you have to look at the lib id="SWF_NAME" from the figuremap. For each lib you added to your figuremap, go to and replace the "xxxxxxxxxxxxxxxxxx" with the SWF_NAME. So if you want to add the lanternstaff, for example, go to . This will be downloaded and you have to add it to your gordon/PRODUCTION folder.

Now we're onto the database part. I believe you can skip these if you're adding straight to your avatar editor, but test for yourself to be sure.

6. Run these queries for each clothing you're adding, or just add them manually.

INSERT INTO catalog_clothing VALUES (id, 'clothing_name', 'customparams');
INSERT INTO items_base VALUES (id, sprite_id, 'clothing_name', 'clothing_name', 's', 1, 1, 1.00, 0, 0, 0, 0, 1, 1, 1, 1, 1, 'clothing', 2, '0', '', '', 0, 0, '');
INSERT INTO catalog_items VALUES (id, 'item_ids', page_id, 'clothing_name', 3, 0, 0, 1, 0, 0, 1, -1, 0, '', '1', '0');


For catalog_clothing, if there are multiple customparams from the furnidata, then add them all WITHOUT spaces.
For items_base, the sprite_id has to match the furnidata id.
For catalog_items, the item_ids has to match the items_base id.

And now you've successfully added some clothing. It really isn't as hard as it seems, especially if you copy Habbo's figuredata and figuremap. Might take a little getting used to the first few times you add some clothing.
Note that if the PRODUCTION links no longer work, then go to and search for "flash.client.url=". There you'll see the updated PRODUCTION.
 

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