Workshop:

 
Basics
 
Shell
 
Ghost
 
Balloon
 
 
Index
Some notes to shells with a wardrobe.

First, what is the difference between Change shell and Clothes/Dressup in program menu?
Well, if you use Change shell the ghost will stop running action, then restarts with the new shell (needs some seconds),
if you use Clothes/Dressup (if excisting) the change will take place immediately without disrupting running action.

Sachiko-wardrobe:
There are additionally lines in descript.txt of shell like 'sakura.bindgroup' and 'sakura.menuitem'.
Each 11-19, though most of numbers are outcommented for this shell.
Means, Sachiko has only two outfits. However you can use more, if you got pictures for these.
Sachiko starts with 15, see single line with default setting.

Why 15 and 16?
Depends on Kyogokudoh's originally surface numbering.
500s(15 related) and 600s(16 related) surface numbers were and are used here for 'uniform' and 'long dress' outfits.
Kyogokudoh used 100s, 1100s, 2000s, 300s, 700s, 800s for animation (eyes), related to surfaces0,1,2,3,7,8 - 200s for Kero talking.
I let be the 200s, but renamed others to 80s and 90s, only 1000s also left for Sachiko talking.
So this way, now 100s, 300s, 400s(still before), 700s, 800s and 900s are free for use. (May be 200s change to 2000s?)

Sachiko's base surfaces are 0,1,2,3,4,5,6,7,8,9,25 and will not be shown like that, because overlayed by outfits.
The outfit-surface-call-ups are written in surfaces.txt - see lines following 'Kisegae settei' comments.
I don't really know what 'yen-e' is for, 'talk' or 'Kisegae settei'?
Whatever, without these entries I get error messages, at least by using 'Development Interface'.
 
This wardrobe shell template sure can be used for complete outfits.
If you want changes of pieces of clothes, another template may be a better choice (working on it).
However, may be even this simple template here can be used by 'Dress Up Game' artists.