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1. Adding an Item to Game Client

This is most time consuming part of entire process of adding new item. It requires several steps to follow.

1.1 General information and files editing

All of listed BMD files are located at \Data\Local\Eng\ of Game Client and can be edited using IGC.ToolKit.


  • Item_eng.bmd

The file contains list of all items. Its configuration must match server side settings of IGC_ItemList.xml file.

  • ItemToolTip_eng.bmd

The file is responsible for displaying tool-tip of item while you put mouse over it in character inventory. It is based on Item category and index, contains item name, color of name display and references to texts shown on tool-tip - stored in ItemToolTipText_eng.bmd


Placing item model and textures in valid location

For Season 9 the path and file name of model can be defined from configuration file.

For Season 6 it is necessary to place all item models and textures at \Data\Item\ folder of Game Client. Model files (BMD) must be named properly according to item type you add, e.g. if you add new sword of number 100 (server side) then file name of the model (BMD) will be Sword101.bmd

Important notes - texture file name (OZJ) must stay unchanged, keep it originally as received. Numbering of items on client side is +1 in relation to server side, this means if item number on server side is 50 then for client it will be 51. Other item types than listed below cannot be added

File names schema of specified item type


  • SwordXX.bmd
  • AxeXX.bmd
  • MaceXX.bmd
  • SpearXX.bmd
  • StaffXX.bmd
  • ShieldXX.bmd
  • HelmMaleXX.bmd
  • ArmorMaleXX.bmd
  • PantMaleXX.bmd
  • GloveMaleXX.bmd
  • BootMaleXX.bmd



1.3 Texture display and item scaling

Follow to \Data\Local\ of Game Client location and open ItemTRSData.bmd

File is responsible for proper displaying texture position of an item in character inventory. In difference to previous files it is based on ItemID instead category and index.

Formula of calculating ItemID is as follows: (Item Category * 512) + ItemIndex Example Item Category is 1 and ItemIndex, so ItemID = 1 * 512 + 15 = 527

  • ItemID - Is an ItemID calculated as shown on above example
  • X Axis - Model X Axis (from center point)
  • Y Axis - Model Y Axis (from center point)
  • UNK - Unknown - always 2000
  • X Rotate - Model X Rotation
  • Y Rotate - Model Y Rotation
  • Z Rotate - Model Z Rotation
  • Scale - Item scale from original SMD size


Do not know what values to use for axis, rotation and scale? It is dependent from actual size of model in SMD file. Take some existing item and copy the values from it and adjust to get best result - item should be similar to the custom one you add, e.g. armor for custom armor, sword for custom sword etc.

2. Adding an Item to Server Side

Follow to \Server\Files\Data\Items\ and open IGC_ItemList.xml file.

Ability of adding new items is only available for sections of index 0-11. Items for sections 12-15 cannot be added without additional programming job.

Adding item on Server Side is very simple, it can be easy done basing on example values from other, existing item and placing it under new unique (free) Index value.


  • (IGC_ItemList.xml)
<Item Index="0" Slot="0" SkillIndex="0" Width="1" Height="2" Serial="1" Option="1" Drop
="1" DropLevel="6" DamageMin="6" DamageMax="11" AttackSpeed="50" Durability="20" MagicDurability="0"
MagicPower="0" ReqLevel="0" ReqStrength="40" ReqDexterity="40" ReqEnergy="0" ReqVitality="0" ReqCommand="0" SetAttrib
="1" DarkWizard="1" DarkKnight="1" FairyElf="1" MagicGladiator="1" DarkLord
="1" Summoner="1" RageFighter="1" Type="1" Dump="1" Transaction="1" PersonalStore="1" StoreWarehouse="1" SellToNPC="1" Repair
="1" KindA="1" KindB="1" Overlap="0" Name="Kris" ModelPath="Data\Item\" ModelFile="sword01.bmd" />


The above is only example of item entry in section index 0. Attributes in particular sections differ so it is best to use (copy/paste) an existing item entry from actual section you add item to