It's a shame these costumes don't 'fully' work. It'd be amazing to see them in battle, fighting/casting animations included.
(for those that have them)
Is this an issue with the client restricting what can and cannot be done with them? Or can increased functionality be coded in?
[RESOLVED]
I edited the costume.lua command in darkstar/scripts/command,
if you're looking to do the same thing after finding this thread, just alter ;
"player:costume"
so it says
"player:costume2"
This should allow you to engage in combat whilst wearing a costume, however the costume still resets on zoning.
[Resolved] @costume command improved functionality possible?
[Resolved] @costume command improved functionality possible?
Last edited by seffy on Thu Jun 09, 2016 6:53 pm, edited 1 time in total.
Re: @costume command, improved functionality possible?
costume won't let you do that
you can try using costume2, which makes the client think you're doing monstrosity and will let you attack and cast spells (but you can't change equipment)
you can try using costume2, which makes the client think you're doing monstrosity and will let you attack and cast spells (but you can't change equipment)
Re: @costume command, improved functionality possible?
Super interesting! Thank you!
[Edit]
I found that @costume2 doesn't seem to work as a command, has the command syntax changed?
[Edit]
I found that @costume2 doesn't seem to work as a command, has the command syntax changed?
Re: @costume command, improved functionality possible?
After checking my command files and those of the github, it seems there is no @costume2 command specifically listed, even when I read the original @costume command file, there is no mention for a @costume2 variant.