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👔 Clothing Store

Documentation relating to the kd_clothingstore.

1. Installation

kd_clothingstore works with VORP, RedEM:RP (2023 & old), QR Core, RSG Core & RPX frameworks.

To install kd_clothingstore:

  • Drag and drop the resource into your resources folder
    • kd_clothingstore
  • Add this ensure in your server.cfg
    • ensure kd_clothingstore
  • Be sure you remove your previous clothing store script
For RedEM:RP (old only)

You have to edit the keep the ensure of redemrp_clothing and replace it with this empty resource :

https://github.com/kaddarem-tebex/redemrp_clothing/releases

⚠ If you want to use clothes as items. You have to create some items. The list of items is in Config.clothesItem variable in the config file. ⚠

Congratulation, the Clothing Store script is ready to be used!

2. Usage

Go on the store (blip on the map) to get the prompt. Press the key to open the menu.

3. Config.lua

Config.lua
lua
Config = {}

Config.Debug = false
Config.BlipSprite = `blip_shop_tailor`	 -- Clothing shop sprite
Config.BlipSpriteWardrobes = `blip_shop_wardrobe`
Config.DisplayOutfitId = false
Config.PercentResell = 0.33 -- Use 0 tu turn off the resell feature : 0.5 = 50% of the initial price
Config.CanResellInWardrobe = false --Allow player to resell clothes in wardrobe
Config.OpenStoreNewCharacter = true
Config.EnablePrompt = true
Config.ExtraLightIntensity = 10.0 -- Light added in the store to see better the character
Config.OffsetRoutingBucket = 0 --value added to the serverID of the player to define the instance ID
Config.enableClothesManagement = true --use false to turn off the clothes management feature

Config.commands = { --set false to disable a command
	refreshAllClothes = "rac" --command to refresh all clothes, use "/rac 0" to only update clothes states
}

Config.oldVORPChar = false --(Only for VORP users) to use the C# version of VORP Character

Config.Keys = {
	enter = "INPUT_FRONTEND_RB",
	buyGold = "INPUT_INTERACT_ANIMAL",
	turn = "INPUT_CONTEXT_X",
	delete = "INPUT_SWITCH_SHOULDER",
	resell = "INPUT_LOOK_BEHIND"
}

Config.KeysDisabled = {
	`INPUT_MOVE_UD`,
	`INPUT_MOVE_LR`,
	`INPUT_MOVE_LB`,
	`INPUT_COVER`
}

Config.clothesInItem = true -- set false to disable this feature
Config.clothesItem = { -- Only necessary if Config.clothesInItem = true
	gloves = 'gloves',
	eyewear = 'eyewear',
  dresses = 'dresses',
	shirts_full = 'shirts_full',
  armor = 'armor',
	gauntlets = 'gauntlets',
	suspenders = 'suspenders',
	neckties = 'neckties',
	neckwear = 'neckwear',
	vests = 'vests',
	coats = 'coats',
	coats_closed = 'coats',
	cloaks = 'cloaks',
	ponchos = 'ponchos',
	masks = 'masks',
	masks_large = 'masks',
	hats = 'hats',
	accessories = 'accessories',
	loadouts = 'loadouts',
	satchels = 'satchels',
	jewelry_rings_right = 'jewelry',
	jewelry_rings_left = 'jewelry',
	jewelry_bracelets = 'jewelry',
	aprons = 'aprons',
  pants = 'pants',
	skirts = 'skirts',
	belts = 'belts',
	belt_buckles = 'belt_buckles',
	gunbelts = 'gunbelts',
	holsters_left = 'holsters',
	boots = 'boots',
	boot_accessories = 'boot_accessories',
	spats = 'spats',
	chaps = 'chaps',
  badges = 'badges',
  gunbelt_accs = 'gunbelt_accs',
  hair_accessories = 'hair_accessories'
}

Config.Stores = {
	{ -- VALENTINE
		book = vector4(-326.17, 773.757, 117.5, -170.0), --location of the book
		fittingRoom = vector4(-329.31, 775.11, 120.63, 294.79), --location of the fitting room
		pedCoords = vector4(-325.67, 772.63, 116.44, 11.3), --location of the tailor ped
		pedModel = `S_M_M_Tailor_01`, --model of the tailor ped
		blip = true, --if the blip is displayed for this store
		distancePrompt = 2.0, --distance to display the prompt
		needInstance = true,
	},
}

Config.Wardrobes = {
	{
		location = vector3(1223.55, -1288.67, 76.9),
		blip = true,
		distancePrompt = 2.0,
		needInstance = false
	},
}

-- Price for each category
-- use -1 to turn off the category
Config.Prices = {
	coats_closed = 5,
	chaps = 4,
	spats = 5,
	ponchos = 4.25,
	holsters_left = 3.12,
	masks = 10,
	neckwear = 2.15,
	armor = 20,
	jewelry_rings_left = 1.25,
	jewelry_rings_right = 1.25,
	boot_accessories = 3.55,
	gloves = 4.25,
	badges = 2,
	gunbelts = 5,
	loadouts = 6.7,
	vests = 5,
	shirts_full = 5,
	pants = 5,
	suspenders = 1.5,
	gunbelt_accs = 1,
	hats = 3.5,
	cloaks = 5,
	coats = 5,
	belts = 2,
	gauntlets = 3,
	eyewear = 6,
	boots = 5,
	jewelry_bracelets = 2,
	satchels = 10,
	accessories = 2,
	neckties = 2,
	skirts = 5,
	belt_buckles = 1,
	dresses = 5
}

Config.modelPrices = {}
Config.modelPrices["male"] = {}
Config.modelPrices["female"] = {}
for category in pairs (Config.Prices) do
	Config.modelPrices["male"][category] = {}
	Config.modelPrices["female"][category] = {}
end
--Config.modelPrices[<sexe>][<category>][<number>] = <price>
Config.modelPrices["male"]["hats"][2] = Config.Prices.hats * 1.25
Config.modelPrices["male"]["hats"][3] = {money=2.75, gold = 2}
Config.modelPrices["male"]["hats"][4] = 5.5
Config.modelPrices["male"]["hats"][5] = 4.25
Config.modelPrices["male"]["hats"][6] = Config.Prices.hats * 2
Config.modelPrices["female"]["skirts"][6] = Config.Prices.hats * 2

--Function to buy item with gold for framework without native way to do it
Config.CanBuyWithGold = function (source,price)
	return false
end

4. For developers

Functions

If you need to overwrite a native function linked to the framework (custom inventory for example), you can overwrite my functions by added them in the config file. You don't need to use all functions.

Client Initialize the framework

Function to init your framework

lua
-- variable "Core" - global variable for core script
-- variable "CoreInv" - global variable for inventory scriot
Config.InitFramework = function()
end

Server Apply new Outfit

Function fires when a player selects an outfit

lua
--@param source is the serverID of the player
--@param clothes in the table with category in key and hash in value of the outfit
Config.ApplyNewOutfit = function(source,clothes)
end

Server Check money

Function to check if the player has enough money

lua
--@param source is the serverID of the player
--@param price is the price of the cloth
--@param moneyType is the devise of the price : 0 for normal & 1 for gold
-- @return true/false to accept/deny the purchase
Config.CanBuy = function(source,price, moneyType)
  return true
end

Server Initialize the framework

Function to init your framework

lua
-- variable "Core" - global variable for core script
-- variable "CoreInv" - global variable for inventory scriot
Config.InitFramework = function()
end

Server Get Clothes

Function to get the player's clothes

lua
--@param source is the serverID of the player
--clothes is a table with clothing category in key and hash of cloth in value.
--clothes can be a json array
Config.GetClothes = function(source)
    local clothes = {}
    return clothes
end

Server Get Identifier

Function to get the player identifier

lua
--@param source is the serverID of the player
-- @return array with identifier and charid key
Config.GetIdentifier = function(source)
    local player = {
        identifier = identifier, --the identifier of player
        charid = charid --the charid of player. If not needed just use ''
    }
    return player
end

Server Get Skin

Function to get the player's skin

lua
--@param source is the serverID of the player
--skin is a table with category in key and data in value.
Config.GetSkin = function(source)
    local skin = {}
    return skin
end

Server Give Item

Function to give item to player

lua
--@param source is the serverID of the player
--@param item is the item name
--@param quantity is the quantity of item
--@param meta is the meta of the item
Config.GiveItem= function(source,item,quantity,meta)
end

Server Give Money

Function to give money to player

lua
--@param source is the serverID of the player
--@param amount is the amount of money to be sent to the player
Config.GiveMoney = function(source, amount)
end

Server Notify

Function to send notification to player from serverside

lua
--@param source is the serverID of the player
--@param text is the text to be sent to the player
Config.Notify = function(source, text)
end

Server Register an Item

Function to register as usable an item

lua
--@param item is the item name
--@param callback is the callback event with two arguments :
--callback(source,{hash = clothesHash})
Config.RegisterUseItem = function(item,callback)
end

Server Remove money

Function to register as usable an item

lua
--@param source is the serverID of the player
--@param price is the price of the cloth
--@param moneyType is the devise of the price : 0 for normal & 1 for gold
Config.RemoveMoney = function(source,price, moneyType)
end

Server Save new clothes

Function to save the new clothe in the database

lua
--@param source is the serverID of the player
--@param dataPreview is a table with the new cloth data :
-- dataPreview.menu is the category of cloth
-- dataPreview.hash is the hash of cloth
Config.SaveNewCloth = function(source,dataPreview)
end

Events

Client Equip all clothes

You can equip all clothes with this client event :

lua
TriggerEvent('kd_clothingstore:resetClothes')

Client Listen the closing of menu

You can grab the closing of the menu after the ped creation with this client event :

lua
RegisterNetEvent('kd_clothingstore:client:endCreation', function()
end)

Client Open the store

Event to open the store

lua
--@param needInstance = true/false : Define if the wardrobe need personnal instance
TriggerEvent('kd_clothingstore:openStore', needInstance)

Client Open the wardrobe

Event to open the wardrobe

lua
--@param needInstance = true/false : Define if the wardrobe need personnal instance
TriggerEvent('kd_clothingstore:openWardrobe', needInstance)

Client Remove all clothes

You can remove all clothes with this client event :

lua
TriggerEvent('kd_clothingstore:removeAllClothes')

Client Use outfit

You can apply an outfit from his id to a player by trigger this server event (from client) :

lua
TriggerServerEvent('kd_clothingstore:useOutfitId',id)

Filters

Filters are the new way to modify data used by the script added in the v2.4.8. These filters are fired at a specific point in time during the execution of the script. But contrary to events, filters are synchronous.

  • Syntax:
lua
-- @param <actionName> - name of the action
-- @param <argumentList> - list of arguments which are passed
exports.kd_clothingstore:RegisterFilter(<actionName>, function(variable)
  -- Add your new data here
	return variable -- Don't forget to return the value
end)
  • Example :
lua
kd_clothingstore:RegisterFilter('canAccessToSpecificClothes', function(canAccess,source,clothesData,moneyType)
  local job = GetJob(source)
	if job ~= "tailor" then
		return false, SendNotif("Only tailer can buy clothes")
	end
  return canAccess
end)

Client Restrict the saving of new outfit

Fires to disable the "New" & "Save" button in the outfit menu

lua
-- @param canSave - boolean : return false to disable buttons
exports.kd_clothingstore:RegisterFilter('canSaveNewOutfit', function(canSave)
	return canSave
end)

Server Edit metadata of clothes item

Fires before add the item in the player inventory

lua
-- @param metadata - table : metadata of the item
-- @param source - int : serverID of the player
-- @param item - string : item name
exports.kd_clothingstore:RegisterFilter('editItemMeta', function(meta,source,item)
	return canAccess
end)

Server Restrict specific clothes

Fires before buy a new clothes

lua
-- @param canAccess - boolean : return false to disable the buying
-- @param source - int : serverID of the player
-- @param clothesData - table : information about clothes
-- @param clothesData.hash - int : hash of the clothes
-- @param moneyType - int : devise of the order : 0 for normal & 1 for gold
exports.kd_clothingstore:RegisterFilter('canAccessToSpecificClothes', function(canAccess,source,clothesData,moneyType)
	return canAccess
end)

Server Restrict the using of clothes/outfit item

Fires when a player use an item

lua
-- @param canUse - boolean : return false to not use the item
-- @param source - int : serverID of the player
-- @param metadata - table : item metadata
exports.kd_clothingstore:RegisterFilter('canUseItem', function(canUse,source,metadata)
	return canAccess
end)

5. Compatibility issues

RSG Fix clothes after character creation

Go in rsg-apperance\client\functions.lua line 531 and add edit these line :

lua
TriggerServerEvent("rsg-appearance:SetPlayerBucket" , 0)
TriggerServerEvent("rsg-appearance:SaveSkin", CreatorCache, ClothesCache) 
local newClothesData = {}  
for k, v in pairs(ClothesCache) do
		local id = tonumber(v.model)   
		if id >= 1 then
				if IsPedMale(PlayerPedId()) then
						if clothing["male"][k] ~= nil then
								if clothing["male"][k][id] ~= nil then
										if clothing["male"][k][id][tonumber(v.texture)] ~= nil then
												newClothesData[k] = {hash = tonumber(clothing["male"][k][id][tonumber(v.texture)].hash)}   
										end
								end
						end
				else
						if clothing["female"][k] ~= nil then
								if clothing["female"][k][id] ~= nil then
										if clothing["female"][k][id][tonumber(v.texture)] ~= nil then
												newClothesData[k] = {hash = tonumber(clothing["male"][k][id][tonumber(v.texture)].hash)}   
										end
								end
						end
				end
		end
end
TriggerServerEvent("rsg-appearance:SaveSkin", CreatorCache, newClothesData)   

RSG Fix rsg-bathing

Go in rsg-bathing\fxmanifest.lua line 24 and remove the rsg-wardrobe dependency

lua
dependencies {
    'rsg-core',
    'rsg-appearance', 
    'rsg-wardrobe' 
}

Go in rsg-bathing\client\client.lua line 367 and edit UndressCharacter function

lua
UndressCharacter = function()
    local ped = PlayerPedId()
    local EquippedWeapons = {}

    EquippedWeapons = exports['rsg-weapons']:EquippedWeapons()

    for i = 1, #EquippedWeapons do
        RemoveWeaponFromPed(ped, EquippedWeapons[i])
    end
    TriggerEvent('rsg-wardrobe:client:removeAllClothing') 
    TriggerEvent('kd_clothingstore:removeAllClothes') 
end

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