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Help: Costume NPC Ignore Bounded Items on the List


GodKnows Jhomz

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// -------------------------------------------------------------------------------
// 	Script Name : Headgear to Costume converter >> Costume to Headgear converter
// -------------------------------------------------------------------------------
// Description :
// - Allows a user to convert the equipped headgear (on Top, Mid or Low) into a
//   costume item. It will remove any card and refine of the Item.
// - Allows a user to restore the equipped costume headgear (on Top, Mid or Low)
//     into its original form. It will not return any card or refine of the item.
// -------------------------------------------------------------------------------
-	script	Costume Clown	-1,{
	mes "[Clown]";
	mes "Here you can convert your headgears into a Costume Headgear or restore to its Original State.";
	mes "And it only cost 1 ^0000FFCostume Ticket^000000 when you're converting or restoring your headgear.";
	switch(select("I want to convert.:I want to restore.:No thanks.")) {
	case 1:
			next;
			if(countitem(8502) <1) {
			mes "[Clown]";
			mes "I need at least 1 ^0000FFCostume Ticket^000000 to convert your headgear into a ^0000FFCostume^000000";
			close;
			}
			mes "[Clown]";
			mes "Please, select what to convert.";
			mes "Remember, cards and refine will be removed.";
			next;
				setarray .@Position$[1],"Top","Mid","Low";
				setarray .@Position[1],     1,    9,   10;
				set .@Menu$,"";
			for( set .@i, 1; .@i < 5; set .@i, .@i + 1 )
			{
				if( getequipisequiped(.@Position[.@i]) )
				set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]";
				set .@Menu$, .@Menu$ + ":";
			}
			set .@Part, .@Position[ select(.@Menu$) ];
			if( !getequipisequiped(.@Part) )
			{
				mes "[Clown]";
				mes "Your not wearing anything there...";
				close;
			}
			mes "[Clown]";
			mes "You want to Costume your " + getitemname(getequipid(.@Part)) + "?";
			next;
			if( select("Yes, proceed:No, I am sorry.") == 2 )
			{
				mes "[Clown]";
				mes "Need some time to think about it, huh?";
				mes "Alright, I can understand.";
				close;
			}
			costume .@Part; // Convert the Headgear
			delitem 8502,1;
			mes "[Clown]";
			mes "Done, enjoy your costume headgear.";
			close;
	case 2:
			next;
			if(countitem(8502) <1) {
			mes "[Clown]";
			mes "I need at least 1 ^0000FFCostume Ticket^000000 to restoring your headgear into its Original State.";
			close;
			}
			mes "[Clown]";
			mes "Please, select what to restore.";
			mes "Remember, I will only restore it back without refine and cards.";
			next;
				setarray .@Position$[1],"Top","Mid","Low";
				setarray .@Position[1],     13,    12,   11;
				set .@Menu$,"";
			for( set .@i, 1; .@i < 5; set .@i, .@i + 1 )
			{
				if( getequipisequiped(.@Position[.@i]) )
				set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]";
				set .@Menu$, .@Menu$ + ":";
			}
			set .@Part, .@Position[ select(.@Menu$) ];
			if( !getequipisequiped(.@Part) )
			{
				mes "[Clown]";
				mes "Your not wearing anything there...";
				close;
			}
			mes "[Clown]";
			mes "You want to restore your " + getitemname(getequipid(.@Part)) + "?";
			next;
			if( select("Yes, proceed:No, I am sorry.") == 2 )
			{
				mes "[Clown]";
				mes "Need some time to think about it, huh?";
				mes "Alright, I can understand.";
				close;
			}
			a = getequipid(.@Part);			
			delitem a,1;
			getitem a,1;
			delitem 8502,1;
			
			mes "[Clown]";
			mes "Done, enjoy your restored headgear.";
			close;
		
	case 3:
		next;
		mes "[Clown]";
		mes "Very well. Return at once if you seek my services.";
		close;
	}
}
// --------------------------------------------------------------------------
// Use duplicates to put your npc on different cities
// --------------------------------------------------------------------------
prontera,139,173,5	duplicate(Costume Clown)	Costume Clown#1	715

Can anyone help me to ignore bounded items when converting/restoring (Not showing in the list)

Thanks~!

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