//============================================================ //= Preview Item Script //===== By: ================================================== //= iHeart //===== Current Version: ===================================== //= 1.01 //===== Description: ========================================= //= A method to allow headgear sprites to be previewed without //= being 'stolen' //===== Changelog: =========================================== //= 1.01 //= -Modified so it dynamically gets npc name for the timer //= 1.00 //= -Initial Release //============================================================ prontera,155,156,5 script PreviewStuff 813,{ //save current look for later set @bottomview, getlook(3); set @topview, getlook(4); set @midview, getlook(5); //doesn't actually execute until just before a 'close' statement, or when the char leaves the npc's control addtimer 1000, strnpcinfo(3)+"::On_Leave"; INTRO: mes "Welcome to the preview NPC"; mes "Please input an itemID you would like to preview"; input @itemid; //modifies char's look based on item set @equip, getiteminfo(@itemid, 5); set @view, getiteminfo(@itemid, 11); if(@equip != -1 && @view > 0) { //note: yes...i'm using atcommand here cause for some reason // 'setlook' has permanent effects...last time i checked at least if(@equip & 1) atcommand "@changelook 3 " + @view; if(@equip & 256) atcommand "@changelook 1 " + @view; if(@equip & 512) atcommand "@changelook 2 " + @view; } next; mes "Would to like to preview something else?"; if(select("Yes", "No") == 1) { goto INTRO; } //*preview wears off automatically here due to delayed timer*// close; On_Leave: atcommand "@changelook 1 " + @topview; atcommand "@changelook 2 " + @midview; atcommand "@changelook 3 " + @bottomview; close; }