Firstly you want to make a sprite.
Then make the xmls (The easy way would to find a xml of the desired class.) I am going to use the iceman skin.
<Object type="0xcf8" id="Iceman Skin">
<Class>Equipment</Class>
<Item/>
<AnimatedTexture>
<File>playerskins</File>
<Index>50</Index>
</AnimatedTexture>
<SlotType>10</SlotType>
<Description>{equip.A_new_look_to_get_any_Knight_r eady_for_the_holidays._Double}</Description>
<Activate skinType="902">UnlockSkin</Activate>
<Consumable/>
<BagType>1</BagType>
<feedPower>50</feedPower>
<DisplayId>{equip.Iceman_Skin}</DisplayId>
</Object>
<Object type="0x0386" id="Iceman">
<Skin/>
<Class>Skin</Class>
<AnimatedTexture>
<File>playerskins</File>
<Index>50</Index>
</AnimatedTexture>
<PlayerClassType>0x031e</PlayerClassType>
<UnlockSpecial>Winter 2013 Gift.</UnlockSpecial>
<DisplayId>{skins.Iceman}</DisplayId>
</Object> |
Now change the object type to anything like '0x43fe'
Change the Id to anything you'd like (The name)
Change the File / Index locations. (The Sprite)
Now at Iceman Skin you have to change the <Activate SkinType="902">UnlockSkin</Activate>
Go to :
http://www.binaryhexconverter.com/he...imal-converter and type in the the object type for Iceman which in this case is 0x43fe
Now when you have the Decimal you paste it to <Activate SkinType="902"> so it looks something like this <Activate SkinType="17406">
Go to JPEXS and get BinaryData 62 SkinsCXML, 112 GhostshipCXML and 178 EquipCXML
Add both of the xmls to 112 Ghostship
Add Iceman to 62 Skins
Add Iceman Skin to 178 Equip
Replace the BinaryData's and the images and save JPEXS.
Go back to Visual Studio or whatever you use, and rebuild your solution.