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quest headgear viewer


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Posted

hello can does anybody have a headgear viewer? purposely for quest im using a basic quest npc type. and i want to separate a different npc that could let you view the specific headgear

4 answers to this question

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Posted

Try this

//============================================================
//= 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;
}

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