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TFS 1.5 Downgrade Nekiro / Outfits.xml

Forkz

Well-Known Member
Joined
Jun 29, 2020
Messages
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Hi otlanders,

Source: GitHub - nekiro/TFS-1.5-Downgrades at 7.72 (https://github.com/nekiro/TFS-1.5-Downgrades/tree/7.72)

I'm using nekiro downgrade in version 7.72, and I would like to activate the outfit.xml to use with OTclient. In version 7.72 there was no outfit.xml it was directly in the source.
Can someone help me?

protocolgame.cpp

C++:
    switch (player->getSex()) {
        case PLAYERSEX_FEMALE: {
            msg.add<uint16_t>(136);
            if (player->isPremium()) {
                msg.add<uint16_t>(142);
            } else {
                msg.add<uint16_t>(139);
            }

            break;
        }

        case PLAYERSEX_MALE: {
            msg.add<uint16_t>(128);
            if (player->isPremium()) {
                msg.add<uint16_t>(134);
            } else {
                msg.add<uint16_t>(131);
            }

            break;
        }

        default: {
            msg.add<uint16_t>(128);
            msg.add<uint16_t>(134);
        }
    }

    writeToOutputBuffer(msg);
}
 
Solution
Change function ProtocolGame::sendOutfitWindow for this.

C++:
void ProtocolGame::sendOutfitWindow()
{
    const auto& outfits = Outfits::getInstance().getOutfits(player->getSex());
    if (outfits.size() == 0) {
        return;
    }

    NetworkMessage msg;
    msg.addByte(0xC8);

    Outfit_t currentOutfit = player->getDefaultOutfit();
    if (currentOutfit.lookType == 0) {
        Outfit_t newOutfit;
        newOutfit.lookType = outfits.front().lookType;
        currentOutfit = newOutfit;
    }

    /*Mount* currentMount = g_game.mounts.getMountByID(player->getCurrentMount());
    if (currentMount) {
        currentOutfit.lookMount = currentMount->clientId;
    }*/

    AddOutfit(msg, currentOutfit);

    std::vector<ProtocolOutfit>...
Change function ProtocolGame::sendOutfitWindow for this.

C++:
void ProtocolGame::sendOutfitWindow()
{
    const auto& outfits = Outfits::getInstance().getOutfits(player->getSex());
    if (outfits.size() == 0) {
        return;
    }

    NetworkMessage msg;
    msg.addByte(0xC8);

    Outfit_t currentOutfit = player->getDefaultOutfit();
    if (currentOutfit.lookType == 0) {
        Outfit_t newOutfit;
        newOutfit.lookType = outfits.front().lookType;
        currentOutfit = newOutfit;
    }

    /*Mount* currentMount = g_game.mounts.getMountByID(player->getCurrentMount());
    if (currentMount) {
        currentOutfit.lookMount = currentMount->clientId;
    }*/

    AddOutfit(msg, currentOutfit);

    std::vector<ProtocolOutfit> protocolOutfits;
    if (player->isAccessPlayer()) {
        static const std::string gamemasterOutfitName = "Gamemaster";
        protocolOutfits.emplace_back(gamemasterOutfitName, 75, 0);
    }

    protocolOutfits.reserve(outfits.size());
    for (const Outfit& outfit : outfits) {
        uint8_t addons;
        if (!player->getOutfitAddons(outfit, addons)) {
            continue;
        }

        protocolOutfits.emplace_back(outfit.name, outfit.lookType, addons);
        if (protocolOutfits.size() == 50) { // Game client currently doesn't allow more than 50 outfits
            break;
        }
    }

    msg.addByte(protocolOutfits.size());
    for (const ProtocolOutfit& outfit : protocolOutfits) {
        msg.add<uint16_t>(outfit.lookType);
        msg.addString(outfit.name);
        msg.addByte(outfit.addons);
    }

    /*
    std::vector<const Mount*> mounts;
    for (const Mount& mount : g_game.mounts.getMounts()) {
        if (player->hasMount(&mount)) {
            mounts.push_back(&mount);
        }
    }

    msg.addByte(mounts.size());
    for (const Mount* mount : mounts) {
        msg.add<uint16_t>(mount->clientId);
        msg.addString(mount->name);
    }*/
    }

    writeToOutputBuffer(msg);
}

If you are using OTCv8 you can enable
Lua:
g_game.enableFeature(GameNewOutfitProtocol)

Also i strongly advise you to checkout the OTAcademy discord server
Join the OTAcademy Discord Server! (https://discord.gg/2QP68Udp)
 
Solution
Hello i have problem after compile.
Change function ProtocolGame::sendOutfitWindow for this.

C++:
void ProtocolGame::sendOutfitWindow()
{
    const auto& outfits = Outfits::getInstance().getOutfits(player->getSex());
    if (outfits.size() == 0) {
        return;
    }

    NetworkMessage msg;
    msg.addByte(0xC8);

    Outfit_t currentOutfit = player->getDefaultOutfit();
    if (currentOutfit.lookType == 0) {
        Outfit_t newOutfit;
        newOutfit.lookType = outfits.front().lookType;
        currentOutfit = newOutfit;
    }

    /*Mount* currentMount = g_game.mounts.getMountByID(player->getCurrentMount());
    if (currentMount) {
        currentOutfit.lookMount = currentMount->clientId;
    }*/

    AddOutfit(msg, currentOutfit);

    std::vector<ProtocolOutfit> protocolOutfits;
    if (player->isAccessPlayer()) {
        static const std::string gamemasterOutfitName = "Gamemaster";
        protocolOutfits.emplace_back(gamemasterOutfitName, 75, 0);
    }

    protocolOutfits.reserve(outfits.size());
    for (const Outfit& outfit : outfits) {
        uint8_t addons;
        if (!player->getOutfitAddons(outfit, addons)) {
            continue;
        }

        protocolOutfits.emplace_back(outfit.name, outfit.lookType, addons);
        if (protocolOutfits.size() == 50) { // Game client currently doesn't allow more than 50 outfits
            break;
        }
    }

    msg.addByte(protocolOutfits.size());
    for (const ProtocolOutfit& outfit : protocolOutfits) {
        msg.add<uint16_t>(outfit.lookType);
        msg.addString(outfit.name);
        msg.addByte(outfit.addons);
    }

    /*
    std::vector<const Mount*> mounts;
    for (const Mount& mount : g_game.mounts.getMounts()) {
        if (player->hasMount(&mount)) {
            mounts.push_back(&mount);
        }
    }

    msg.addByte(mounts.size());
    for (const Mount* mount : mounts) {
        msg.add<uint16_t>(mount->clientId);
        msg.addString(mount->name);
    }*/
    }

    writeToOutputBuffer(msg);
}

If you are using OTCv8 you can enable
Lua:
g_game.enableFeature(GameNewOutfitProtocol)

Also i strongly advise you to checkout the OTAcademy discord server
Join the OTAcademy Discord Server! (https://discord.gg/2QP68Udp)
Hello brother, i have problem after compile.
Lua:
[  2%] Building CXX object CMakeFiles/tfs.dir/src/protocolgame.cpp.o
/home/xxx/src/protocolgame.cpp:2927:24: error: expected constructor, destructor, or type conversion before ‘(’ token
 2927 |     writeToOutputBuffer(msg);
      |                        ^
/home/xxx/src/protocolgame.cpp:2928:1: error: expected declaration before ‘}’ token
 2928 | }
      | ^
make[2]: *** [CMakeFiles/tfs.dir/build.make:909: CMakeFiles/tfs.dir/src/protocolgame.cpp.o] Error 1
make[1]: *** [CMakeFiles/Makefile2:102: CMakeFiles/tfs.dir/all] Error 2
make: *** [Makefile:91: all] Error 2

Can you help me?

I used your code.
Lua:
void ProtocolGame::sendOutfitWindow()
{
    const auto& outfits = Outfits::getInstance().getOutfits(player->getSex());
    if (outfits.size() == 0) {
        return;
    }

    NetworkMessage msg;
    msg.addByte(0xC8);

    Outfit_t currentOutfit = player->getDefaultOutfit();
    if (currentOutfit.lookType == 0) {
        Outfit_t newOutfit;
        newOutfit.lookType = outfits.front().lookType;
        currentOutfit = newOutfit;
    }

    /*Mount* currentMount = g_game.mounts.getMountByID(player->getCurrentMount());
    if (currentMount) {
        currentOutfit.lookMount = currentMount->clientId;
    }*/

    AddOutfit(msg, currentOutfit);

    std::vector<ProtocolOutfit> protocolOutfits;
    if (player->isAccessPlayer()) {
        static const std::string gamemasterOutfitName = "Gamemaster";
        protocolOutfits.emplace_back(gamemasterOutfitName, 75, 0);
    }

    protocolOutfits.reserve(outfits.size());
    for (const Outfit& outfit : outfits) {
        uint8_t addons;
        if (!player->getOutfitAddons(outfit, addons)) {
            continue;
        }

        protocolOutfits.emplace_back(outfit.name, outfit.lookType, addons);
        if (protocolOutfits.size() == 50) { // Game client currently doesn't allow more than 50 outfits
            break;
        }
    }

    msg.addByte(protocolOutfits.size());
    for (const ProtocolOutfit& outfit : protocolOutfits) {
        msg.add<uint16_t>(outfit.lookType);
        msg.addString(outfit.name);
        msg.addByte(outfit.addons);
    }

    /*
    std::vector<const Mount*> mounts;
    for (const Mount& mount : g_game.mounts.getMounts()) {
        if (player->hasMount(&mount)) {
            mounts.push_back(&mount);
        }
    }

    msg.addByte(mounts.size());
    for (const Mount* mount : mounts) {
        msg.add<uint16_t>(mount->clientId);
        msg.addString(mount->name);
    }*/
    }


    writeToOutputBuffer(msg);
}


2927 - writeToOutputBuffer(msg);
2928 - }

if i make some changes i have clean outfit list :D
 
Hello i have problem after compile.

Hello brother, i have problem after compile.
Lua:
[  2%] Building CXX object CMakeFiles/tfs.dir/src/protocolgame.cpp.o
/home/xxx/src/protocolgame.cpp:2927:24: error: expected constructor, destructor, or type conversion before ‘(’ token
 2927 |     writeToOutputBuffer(msg);
      |                        ^
/home/xxx/src/protocolgame.cpp:2928:1: error: expected declaration before ‘}’ token
 2928 | }
      | ^
make[2]: *** [CMakeFiles/tfs.dir/build.make:909: CMakeFiles/tfs.dir/src/protocolgame.cpp.o] Error 1
make[1]: *** [CMakeFiles/Makefile2:102: CMakeFiles/tfs.dir/all] Error 2
make: *** [Makefile:91: all] Error 2

Can you help me?

I used your code.
Lua:
void ProtocolGame::sendOutfitWindow()
{
    const auto& outfits = Outfits::getInstance().getOutfits(player->getSex());
    if (outfits.size() == 0) {
        return;
    }

    NetworkMessage msg;
    msg.addByte(0xC8);

    Outfit_t currentOutfit = player->getDefaultOutfit();
    if (currentOutfit.lookType == 0) {
        Outfit_t newOutfit;
        newOutfit.lookType = outfits.front().lookType;
        currentOutfit = newOutfit;
    }

    /*Mount* currentMount = g_game.mounts.getMountByID(player->getCurrentMount());
    if (currentMount) {
        currentOutfit.lookMount = currentMount->clientId;
    }*/

    AddOutfit(msg, currentOutfit);

    std::vector<ProtocolOutfit> protocolOutfits;
    if (player->isAccessPlayer()) {
        static const std::string gamemasterOutfitName = "Gamemaster";
        protocolOutfits.emplace_back(gamemasterOutfitName, 75, 0);
    }

    protocolOutfits.reserve(outfits.size());
    for (const Outfit& outfit : outfits) {
        uint8_t addons;
        if (!player->getOutfitAddons(outfit, addons)) {
            continue;
        }

        protocolOutfits.emplace_back(outfit.name, outfit.lookType, addons);
        if (protocolOutfits.size() == 50) { // Game client currently doesn't allow more than 50 outfits
            break;
        }
    }

    msg.addByte(protocolOutfits.size());
    for (const ProtocolOutfit& outfit : protocolOutfits) {
        msg.add<uint16_t>(outfit.lookType);
        msg.addString(outfit.name);
        msg.addByte(outfit.addons);
    }

    /*
    std::vector<const Mount*> mounts;
    for (const Mount& mount : g_game.mounts.getMounts()) {
        if (player->hasMount(&mount)) {
            mounts.push_back(&mount);
        }
    }

    msg.addByte(mounts.size());
    for (const Mount* mount : mounts) {
        msg.add<uint16_t>(mount->clientId);
        msg.addString(mount->name);
    }*/
    }


    writeToOutputBuffer(msg);
}


2927 - writeToOutputBuffer(msg);
2928 - }

if i make some changes i have clean outfit list :D
C++:
void ProtocolGame::sendOutfitWindow()
{
    const auto& outfits = Outfits::getInstance().getOutfits(player->getSex());
    if (outfits.size() == 0) {
        return;
    }

    NetworkMessage msg;
    msg.addByte(0xC8);

    Outfit_t currentOutfit = player->getDefaultOutfit();
    if (currentOutfit.lookType == 0) {
        Outfit_t newOutfit;
        newOutfit.lookType = outfits.front().lookType;
        currentOutfit = newOutfit;
    }

    /*Mount* currentMount = g_game.mounts.getMountByID(player->getCurrentMount());
    if (currentMount) {
        currentOutfit.lookMount = currentMount->clientId;
    }*/

    AddOutfit(msg, currentOutfit);

    std::vector<ProtocolOutfit> protocolOutfits;
    if (player->isAccessPlayer()) {
        static const std::string gamemasterOutfitName = "Gamemaster";
        protocolOutfits.emplace_back(gamemasterOutfitName, 75, 0);
    }

    protocolOutfits.reserve(outfits.size());
    for (const Outfit& outfit : outfits) {
        uint8_t addons;
        if (!player->getOutfitAddons(outfit, addons)) {
            continue;
        }

        protocolOutfits.emplace_back(outfit.name, outfit.lookType, addons);
        if (protocolOutfits.size() == 50) { // Game client doesn't allow more than 50 outfits
            break;
        }
    }

    msg.addByte(protocolOutfits.size());
    for (const ProtocolOutfit& outfit : protocolOutfits) {
        msg.add<uint16_t>(outfit.lookType);
        msg.addString(outfit.name);
        msg.addByte(outfit.addons);
    }

    /*
    std::vector<const Mount*> mounts;
    for (const Mount& mount : g_game.mounts.getMounts()) {
        if (player->hasMount(&mount)) {
            mounts.push_back(&mount);
        }
    }

    msg.addByte(mounts.size());
    for (const Mount* mount : mounts) {
        msg.add<uint16_t>(mount->clientId);
        msg.addString(mount->name);
    }*/

    writeToOutputBuffer(msg);
}
 
Hello i have problem after compile.

Hello brother, i have problem after compile.
Lua:
[  2%] Building CXX object CMakeFiles/tfs.dir/src/protocolgame.cpp.o
/home/xxx/src/protocolgame.cpp:2927:24: error: expected constructor, destructor, or type conversion before ‘(’ token
 2927 |     writeToOutputBuffer(msg);
      |                        ^
/home/xxx/src/protocolgame.cpp:2928:1: error: expected declaration before ‘}’ token
 2928 | }
      | ^
make[2]: *** [CMakeFiles/tfs.dir/build.make:909: CMakeFiles/tfs.dir/src/protocolgame.cpp.o] Error 1
make[1]: *** [CMakeFiles/Makefile2:102: CMakeFiles/tfs.dir/all] Error 2
make: *** [Makefile:91: all] Error 2

Can you help me?

I used your code.
Lua:
void ProtocolGame::sendOutfitWindow()
{
    const auto& outfits = Outfits::getInstance().getOutfits(player->getSex());
    if (outfits.size() == 0) {
        return;
    }

    NetworkMessage msg;
    msg.addByte(0xC8);

    Outfit_t currentOutfit = player->getDefaultOutfit();
    if (currentOutfit.lookType == 0) {
        Outfit_t newOutfit;
        newOutfit.lookType = outfits.front().lookType;
        currentOutfit = newOutfit;
    }

    /*Mount* currentMount = g_game.mounts.getMountByID(player->getCurrentMount());
    if (currentMount) {
        currentOutfit.lookMount = currentMount->clientId;
    }*/

    AddOutfit(msg, currentOutfit);

    std::vector<ProtocolOutfit> protocolOutfits;
    if (player->isAccessPlayer()) {
        static const std::string gamemasterOutfitName = "Gamemaster";
        protocolOutfits.emplace_back(gamemasterOutfitName, 75, 0);
    }

    protocolOutfits.reserve(outfits.size());
    for (const Outfit& outfit : outfits) {
        uint8_t addons;
        if (!player->getOutfitAddons(outfit, addons)) {
            continue;
        }

        protocolOutfits.emplace_back(outfit.name, outfit.lookType, addons);
        if (protocolOutfits.size() == 50) { // Game client currently doesn't allow more than 50 outfits
            break;
        }
    }

    msg.addByte(protocolOutfits.size());
    for (const ProtocolOutfit& outfit : protocolOutfits) {
        msg.add<uint16_t>(outfit.lookType);
        msg.addString(outfit.name);
        msg.addByte(outfit.addons);
    }

    /*
    std::vector<const Mount*> mounts;
    for (const Mount& mount : g_game.mounts.getMounts()) {
        if (player->hasMount(&mount)) {
            mounts.push_back(&mount);
        }
    }

    msg.addByte(mounts.size());
    for (const Mount* mount : mounts) {
        msg.add<uint16_t>(mount->clientId);
        msg.addString(mount->name);
    }*/
    }


    writeToOutputBuffer(msg);
}


2927 - writeToOutputBuffer(msg);
2928 - }

if i make some changes i have clean outfit list :D
Wrong copy paste
 
Thank you boys! Working perfect, im blind ninja
Post automatically merged:

#update

1665670853001.png

1665670959190.png

1665670982261.png

i got no errors in console when i compile, what i doing bad?

C++:
void ProtocolGame::sendOutfitWindow()
{
    const auto& outfits = Outfits::getInstance().getOutfits(player->getSex());
    if (outfits.size() == 0) {
        return;
    }

    NetworkMessage msg;
    msg.addByte(0xC8);

    Outfit_t currentOutfit = player->getDefaultOutfit();
    if (currentOutfit.lookType == 0) {
        Outfit_t newOutfit;
        newOutfit.lookType = outfits.front().lookType;
        currentOutfit = newOutfit;
    }

    /*Mount* currentMount = g_game.mounts.getMountByID(player->getCurrentMount());
    if (currentMount) {
        currentOutfit.lookMount = currentMount->clientId;
    }*/

    AddOutfit(msg, currentOutfit);

    std::vector<ProtocolOutfit> protocolOutfits;
    if (player->isAccessPlayer()) {
        static const std::string gamemasterOutfitName = "Gamemaster";
        protocolOutfits.emplace_back(gamemasterOutfitName, 75, 0);
    }

    protocolOutfits.reserve(outfits.size());
    for (const Outfit& outfit : outfits) {
        uint8_t addons;
        if (!player->getOutfitAddons(outfit, addons)) {
            continue;
        }

        protocolOutfits.emplace_back(outfit.name, outfit.lookType, addons);
        if (protocolOutfits.size() == 50) { // Game client doesn't allow more than 50 outfits
            break;
        }
    }

    msg.addByte(protocolOutfits.size());
    for (const ProtocolOutfit& outfit : protocolOutfits) {
        msg.add<uint16_t>(outfit.lookType);
        msg.addString(outfit.name);
        msg.addByte(outfit.addons);
    }

    /*
    std::vector<const Mount*> mounts;
    for (const Mount& mount : g_game.mounts.getMounts()) {
        if (player->hasMount(&mount)) {
            mounts.push_back(&mount);
        }
    }

    msg.addByte(mounts.size());
    for (const Mount* mount : mounts) {
        msg.add<uint16_t>(mount->clientId);
        msg.addString(mount->name);
    }*/

    writeToOutputBuffer(msg);
}

@Mr Guy @Forkz sorry im noob
 
Last edited:
Thank you boys! Working perfect, im blind ninja
Post automatically merged:

#update

View attachment 71143

View attachment 71144

View attachment 71145

i got no errors in console when i compile, what i doing bad?

C++:
void ProtocolGame::sendOutfitWindow()
{
    const auto& outfits = Outfits::getInstance().getOutfits(player->getSex());
    if (outfits.size() == 0) {
        return;
    }

    NetworkMessage msg;
    msg.addByte(0xC8);

    Outfit_t currentOutfit = player->getDefaultOutfit();
    if (currentOutfit.lookType == 0) {
        Outfit_t newOutfit;
        newOutfit.lookType = outfits.front().lookType;
        currentOutfit = newOutfit;
    }

    /*Mount* currentMount = g_game.mounts.getMountByID(player->getCurrentMount());
    if (currentMount) {
        currentOutfit.lookMount = currentMount->clientId;
    }*/

    AddOutfit(msg, currentOutfit);

    std::vector<ProtocolOutfit> protocolOutfits;
    if (player->isAccessPlayer()) {
        static const std::string gamemasterOutfitName = "Gamemaster";
        protocolOutfits.emplace_back(gamemasterOutfitName, 75, 0);
    }

    protocolOutfits.reserve(outfits.size());
    for (const Outfit& outfit : outfits) {
        uint8_t addons;
        if (!player->getOutfitAddons(outfit, addons)) {
            continue;
        }

        protocolOutfits.emplace_back(outfit.name, outfit.lookType, addons);
        if (protocolOutfits.size() == 50) { // Game client doesn't allow more than 50 outfits
            break;
        }
    }

    msg.addByte(protocolOutfits.size());
    for (const ProtocolOutfit& outfit : protocolOutfits) {
        msg.add<uint16_t>(outfit.lookType);
        msg.addString(outfit.name);
        msg.addByte(outfit.addons);
    }

    /*
    std::vector<const Mount*> mounts;
    for (const Mount& mount : g_game.mounts.getMounts()) {
        if (player->hasMount(&mount)) {
            mounts.push_back(&mount);
        }
    }

    msg.addByte(mounts.size());
    for (const Mount* mount : mounts) {
        msg.add<uint16_t>(mount->clientId);
        msg.addString(mount->name);
    }*/

    writeToOutputBuffer(msg);
}

@Mr Guy @Forkz sorry im noob
Add feature OTclient
otclientv8-master\modules\game_features
Lua:
g_game.enableFeature(GameNewOutfitProtocol)
 
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