prontera,158,173,5 script Job Costume 100,{
//mainhall,89,71,5 script Job Costume 4_F_KHELLISIA,{
@eac = eaclass();
if ((!(@eac&EAJL_UPPER) && Class != Job_Ninja && Class != Job_Gunslinger) || BaseLevel < .req_level) {
mes .header$;
mes "Sorry you need to be level "+.req_level+" Trans or Special Job to use my service.";
close;
}
switch(select("Information:Change Job Costume:Revert to Normal:Close")){
case 1: // Information
mes .header$;
mes "I can change your job costume to any job as long as it is based on your base class";
mes "eg. Swordsman class can only change to other swordsman costume, eg. Knight to Paladin costume";
next;
mes .header$;
mes "Once you've unlocked a class costume, you will be able to change to it anytime with no additional cost.";
next;
mes .header$;
mes "To use my service you need to pay 1 Job Costume Ticket.";
close;
case 2: // Change Job Costume
switch (Class) {
case 4008: // JOB_LORD_KNIGHT
setarray .@job_costumes,
Job_Baby_Knight,
Job_Knight,
Job_Baby_Rune,
Job_Rune_Knight,
Job_Rune_Knight_T;
break;
case 4015: // JOB_PALADIN
setarray .@job_costumes,
Job_Baby_Crusader,
Job_Crusader,
Job_Baby_Guard,
Job_Royal_Guard,
Job_Royal_Guard_T;
break;
case 4010: // JOB_HIGH_WIZARD
setarray .@job_costumes,
Job_Baby_Wizard,
Job_Wizard,
Job_Baby_Warlock,
Job_Warlock,
Job_Warlock_T;
break;
case 4017: // JOB_PROFESSOR
setarray .@job_costumes,
Job_Baby_Sage,
Job_Sage,
Job_Baby_Sorcerer,
Job_Sorcerer,
Job_Sorcerer_T;
break;
case 4012: // JOB_SNIPER
setarray .@job_costumes,
Job_Baby_Hunter,
Job_Hunter,
Job_Baby_Ranger,
Job_Ranger,
Job_Ranger_T;
break;
case Job_Clown: // JOB_CLOWN
setarray .@job_costumes,
Job_Baby_Bard,
Job_Bard,
Job_Baby_Minstrel,
Job_Minstrel,
Job_Minstrel_T;
break;
case Job_Gypsy: // JOB_GYPSY
setarray .@job_costumes,
Job_Baby_Dancer,
Job_Dancer,
Job_Baby_Wanderer,
Job_Wanderer,
Job_Wanderer_T;
break;
case 4009: // JOB_HIGH_PRIEST
setarray .@job_costumes,
Job_Baby_Priest,
Job_Priest,
Job_Baby_Bishop,
Job_Arch_Bishop,
Job_Arch_Bishop_T;
break;
case 4016: // JOB_CHAMPION
setarray .@job_costumes,
Job_Baby_Monk,
Job_Monk,
Job_Baby_Sura,
Job_Sura,
Job_Sura_T;
break;
case 4011: // JOB_WHITESMITH
setarray .@job_costumes,
Job_Baby_Blacksmith,
Job_Blacksmith,
Job_Baby_Mechanic,
Job_Mechanic,
Job_Mechanic_T;
break;
case 4019: // JOB_CREATOR
setarray .@job_costumes,
Job_Baby_Alchemist,
Job_Alchemist,
Job_Baby_Genetic,
Job_Genetic,
Job_Genetic_T;
break;
case 4013: // JOB_ASSASSIN_CROSS
setarray .@job_costumes,
Job_Baby_Assassin,
Job_Assassin,
Job_Baby_Cross,
Job_Guillotine_Cross,
Job_Guillotine_Cross_T;
break;
case 4018: // JOB_STALKER
setarray .@job_costumes,
Job_Baby_Rogue,
Job_Rogue,
Job_Baby_Chaser,
Job_Shadow_Chaser,
Job_Shadow_Chaser_T;
break;
case 24: // JOB_GUNSLINGER
setarray .@job_costumes,
Job_Rebellion;
break;
case 25: // JOB_NINJA
if (Sex == 1)
setarray .@job_costumes, Job_Kagerou;
else
setarray .@job_costumes, Job_Oboro;
break;
}
.@menu$ = "";
for (.@i = 0; .@i < getarraysize(.@job_costumes); .@i++) {
if (unlocked_costumes[.@i] == .@job_costumes[.@i])
.@menu$ += jobname(.@job_costumes[.@i]) + " [^3BEC2EUnlocked^000000]:";
else
.@menu$ += jobname(.@job_costumes[.@i]) + " [^ff0000Locked^000000]:";
}
.@select = select(.@menu$)-1;
.@job = .@job_costumes[.@select];
mes .header$;
mes "You've selected : "+jobname(.@job);
if (select("Proceed:Cancel")==2){
next;
mes .header$;
mes "Thanks for dropping by.";
close;
}
if (!unlocked_costumes[.@select]) {
if (countitem(.item[0]) < .item[1]) {
next;
mes .header$;
if(.@job >= 4060 && .@job < 4080) {
mes "You need ^ff0000"+ .item[1] * 2+"x "+ getitemname(.item[0]) +"^000000";
}else{
mes "You need ^ff0000"+ .item[1] +"x "+ getitemname(.item[0]) +"^000000";
}
next;
mes .header$;
mes "Come again later.";
close;
}
mes "Do you want to unlock this Job Costume?";
next;
switch(select((countitem(.item[0]) >= .item[1]) ? "Yes! using "+ getitemname(.item[0]):"", "No, I'm not ready")) {
case 1:
if(.@job >= 4060 && .@job < 4080) {
if(countitem(.item[0]) < .item[1] * 2) {
mes .header$;
mes "You need ^ff0000"+ .item[1] * 2+"x "+ getitemname(.item[0]) +"^000000 to unlock this job costume.";
close;
}
delitem .item[0], .item[1] * 2;
break;
}else{
delitem .item[0], .item[1];
break;
}
default: close;
}
unlocked_costumes[.@select] = .@job;
}
changebase(.@job);
jcostume = .@job;
close;
case 3: // Reset to Default
mes .header$;
mes "Your costume has been reset";
changebase(Class);
jcostume = 0;
close;
default: // Close
mes .header$;
mes "Thank you for dropping by.";
close;
}
end;
OnPCLoginEvent:
if (jcostume) {
if (Class == Job_Ninja && Sex == 1) {
changebase(Job_Kagerou);
} else if (Class == Job_Ninja && Sex == 0) {
changebase(Job_Oboro);
} else {
changebase(jcostume);
}
}
end;
OnInit:
//questinfo(QTYPE_EVENT, 4, Job_Novice);
.header$ = "[^FF8000 Job Costume ^000000]";
//setarray .item, 3108, 1;
setarray .item, 501, 1;
.req_level = 255;
end;
}