• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!
  • 2026 staff recruitment is open! Check it out and consider applying!

Lua ? or [Compiling] Outfit only wearable after quest

Fermantor

Active Member
Joined
Dec 16, 2009
Messages
209
Solutions
4
Reaction score
34
Location
Germany
Hey guys. My biggest dream since I started playing around with OT's was, to make some outfits only available after a specific quest (like assassin, beggar, pirate, etc.)
I am using TFS 0.2.14 and while I looked through sorces, I saw that this isn't possible with the existing functions. So does anyone knows, how to add this feature to my version, or does anyone knows a destribution, that is similar to this version and also 9.6? I wish someone can help me with this. I would be willing to pay for that.
 
You can not set the storage for the outfit in outfits.xml I guess, but you can try this function which is supported by 0.2:
LUA:
doPlayerAddOutfit(cid, looktype, addon)
 
I don't know what you mean?
I want, that the outfit isn't available in the "set outfit" window. Only if you complete a quest, talk to npc, or click an item, you get access to this outfit.
This function
Code:
doPlayerAddOutfit(cid, looktype, addon)
is only for giving addons, not complete outfits. :/
 
Maybe because the thread is hella old, and:

WARNING:
After some tests, I see it isnt working correctly. Player cant wear any outfits in some cases. So. USE AT YOUR OWN RISK, or wait until I'll fix it

By removing it in outfits.xml, the outfit will NOT be on outfits windows, you only will need a function to add whole outfit.
 
Back
Top