Adding Clothing to pets that come out of the Adoption Centre +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Some time ago, when I posted on the newsgroup the information on adding Antlers to Elks etc which I include in my Breedmaking tutorial, I was asked: > how do you modify existing clothing? Example, I want my chihuahuas > to have glasses instead of sweaters. Where do I find the info to > tell the prog to look for the glasses instead of the sweater? Well, first off, where it says [Flat Clothing], change that to [Add Clothing]. Then, you can find out what the .lnz (.clz) for the given item of clothing is either by looking inside the .clo file or (a little easier perhaps) by putting the item on some pet, closing the game, and looking in the .pet file for the string art\Sprites\Toyz\ So, in the case of Glasses, you would have the "kind" is Glasses (you find that defined inside the Glasses file), the "toy_dll" is the .clo file Glasses.clo in your clothes directory, and the "lnz file" is Clot_Glasses.clz: [Add Clothing] ; kind: Shirt,Pant, [snip stuff] ,Glasses ; kind toy_dll lnz file #3.D Glasses "\Resource\Clothes\Glasses.clo" "art\Sprites\Toyz\Clot_Glasses\Clot_Glasses.clz" #2 #1 ## > OH, and is it possible to make it random? Yes. You can make just about anything random in a .LNZ file with sensible use of variations; for instance, with my Minifluffies I gave them randomly coloured eyelids, just by putting in some extra # numbers. Actually the thing that people find more difficult is to hook variations together so that they are _not_ random, LOL! Experiment, it can't hurt so long as you've got everything backed-up. That's part of the fun of it :-) Enjoy Carolyn Horn