[Resolved] @costume command improved functionality possible?

Any discussion not related to the other forum topics
Post Reply
seffy
Posts: 16
Joined: Fri Jun 03, 2016 8:11 am

[Resolved] @costume command improved functionality possible?

Post by seffy » Tue Jun 07, 2016 7:21 pm

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.
Last edited by seffy on Thu Jun 09, 2016 6:53 pm, edited 1 time in total.

User avatar
kjLotus
Special Guest
Posts: 1813
Joined: Sun Jul 22, 2012 2:16 pm

Re: @costume command, improved functionality possible?

Post by kjLotus » Tue Jun 07, 2016 7:24 pm

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)

seffy
Posts: 16
Joined: Fri Jun 03, 2016 8:11 am

Re: @costume command, improved functionality possible?

Post by seffy » Thu Jun 09, 2016 6:21 am

Super interesting! Thank you!


[Edit]
I found that @costume2 doesn't seem to work as a command, has the command syntax changed?

seffy
Posts: 16
Joined: Fri Jun 03, 2016 8:11 am

Re: @costume command, improved functionality possible?

Post by seffy » Thu Jun 09, 2016 6:41 am

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.

Post Reply