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; }