> For the complete documentation index, see [llms.txt](https://striga.gitbook.io/striga-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://striga.gitbook.io/striga-docs/striga-inventory/clothing-and-character.md).

# Clothing & Character

The 3D character, clothing as items, outfits and the armor slot.

File: `editable/clothing.lua`.

## 3D character

While the inventory is open, a copy of your character stands next to it (only you see it). The clothing slots sit on its body and follow it.

* Turn it off for everyone with `Config.Character3D = false` (`editable/config.lua`). Players can also turn it off in the settings.
* Move it with `Config.Preview`: `distance` (smaller = bigger), `height`, `side`, `light`.
* Searching another player (`/openinv`, police search) shows **their** character.

## Clothing as items

What a character wears are **items** in 12 clothing slots: hat, glasses, ears, mask, neck, bag, top, vest, pants, shoes, watch, wrist.

* The first time a character opens the inventory, what it wears turns into items by itself.
* **Use** a clothing item (or drag it onto the character) to put it on. **Double click** a worn item to take it off.
* Clothing items can be given, dropped, stored and traded like any item.
* A clothing item is made for one body (male or female). It does not fit the other.
* Bought new clothes in a clothing store? Open the inventory and the new pieces become items. The **Refresh clothes** button does the same (once per `RefreshCooldown` seconds).

{% hint style="info" %}
A character got the wrong clothes as items (for example the look of another character)? Run `/clothesreset <id>`, give the character the right look, then open the inventory: the slots are read again.
{% endhint %}

| Option            | Default  | What it does                                                        |
| ----------------- | -------- | ------------------------------------------------------------------- |
| `Enabled`         | `true`   | Clothing slots on / off                                             |
| `Categories`      | 12 slots | Which ped parts each slot holds, and where it sits on the character |
| `Anims`           | -        | Put on / take off animation per slot                                |
| `Naked`           | -        | What the ped wears when a slot is empty                             |
| `ItemWeight`      | `200`    | Grams per clothing item                                             |
| `RefreshCooldown` | `60`     | Seconds between **Refresh clothes**                                 |
| `MaxItems`        | `40`     | Most clothing items one character may own                           |

## Outfits

The **Undress** button packs everything you wear into one **Outfit** item. **Use** an outfit item to put it all on: what you wore goes into the outfit item, so one item is your other look.

Turn it off with `Outfits = false`.

## Armor slot

With `Armor.Enabled = true`, a 13th slot holds armor items. The armor item gives its armor to the ped. Damage wears the item down, and at 0 it breaks.

```lua
Armor = {
    Enabled = false,
    Items = { armor = 50, heavyarmor = 100 },   -- item name = armor when new
},
```

{% hint style="warning" %}
Armor is **off** by default, because `qb-smallresources` uses `armor` as a one-time item. Turn it on when you want armor to stay on the character as an item.
{% endhint %}

## Backpacks

A worn backpack (the "bag" slot) adds `Config.BackpackBonus` slots and weight to the inventory. See [Item life cycle](/striga-docs/striga-inventory/items-shops-and-stashes.md#item-life-cycle).

{% content-ref url="/pages/P1Njke7NMtOY9wgCjvIA" %}
[Crafting](/striga-docs/striga-inventory/crafting.md)
{% endcontent-ref %}


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