I didn't see code in the code about the layer.
for example
Code:
using System;

namespace Server.Items
{
    public class ArmorOfFortune : StuddedChest
    {
        public override bool IsArtifact { get { return true; } }
        [Constructable]
        public ArmorOfFortune()
        {
            this.Hue = 0x501;
            this.Attributes.Luck = 200;
            this.Attributes.DefendChance = 15;
            this.Attributes.LowerRegCost = 40;
            this.ArmorAttributes.MageArmor = 1;
        }

        public ArmorOfFortune(Serial serial)
            : base(serial)
        {
        }

        public override int LabelNumber
        {
            get
            {
                return 1061098;
            }
        }// Armor of Fortune
        public override int ArtifactRarity
        {
            get
            {
                return 11;
            }
        }
        public override int InitMinHits
        {
            get
            {
                return 255;
            }
        }
        public override int InitMaxHits
        {
            get
            {
                return 255;
            }
        }
        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);

            writer.Write((int)0);
        }

        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);

            int version = reader.ReadInt();
        }
    }
}
I even looked at the base class of ArmorOfFortune. There was no code in it.
 
It's located with the Layer attribute.

Go in game and use [props on any item. Find the Layer field, and click the little arrow, which will pop out a list of the available layers a character has.

You can assign an item to any layer with: Layer = Layer.<your choice>

Each item in the tiledata is given a default layer, which can be changed with Fiddler. Otherwise you can do it programmatically.

So if you wanted that AoF there to go on the legs, you'd just add a line telling it which layer it's assigned to. This won't change the gumps at all, so you might end up with some kooky animations.
 
It's located with the Layer attribute.

Go in game and use [props on any item. Find the Layer field, and click the little arrow, which will pop out a list of the available layers a character has.

You can assign an item to any layer with: Layer = Layer.<your choice>

Each item in the tiledata is given a default layer, which can be changed with Fiddler. Otherwise you can do it programmatically.

So if you wanted that AoF there to go on the legs, you'd just add a line telling it which layer it's assigned to. This won't change the gumps at all, so you might end up with some kooky animations.
Thank you very much for your answer.
 
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