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- //===== Hercules Script ========================================
- //=== Hat Recolour =============================================
- //===== By True Zeal ===========================================
- //=== Description===============================================
- //= Recolors hats ==============================================
- //=== Comments =================================================
- //= I'm pretty new to scripting, you may encounter problems.
- //= Missing semicolons is a normal occurrence.
- //==============================================================
- prontera,150,150,3 script Recolour 4_F_TELEPORTER,{
- //--- Configuration --------------------------------------------
- .@name$ = "[Recolor Headgears]"; // Names your NPC's dialogue screens.
- .@Hat1$ = "getitemname(Hat1 ID#)"; // I don't know if this works, never used this command before. Fiddle round with it.
- .@Hat2$ = "getitemname(Hat2 ID#)"; // Same as above.
- set .@price,1000; // Set to whatever you want
- //--- Script ---------------------------------------------------
- mes .@name$;
- mes "I can recolour headgears. These are the options I give.";
- next;
- .@menu = select(".@Hat1$:.@Hat2$:.@Cancel");
- switch(.@menu) {
- case 1:
- mes .@name$;
- if (countitem (Hat1 ID) < 1) {
- mes "You don't have .@Hat1$ on hand. Please place it in your inventory.";
- close;
- }
- else {
- mes "What colour would you like to dye your hat?";
- mes "It will cost you " + .@price + "z.";
- next;
- .@hat1color = select("Red:Green:Blue");
- switch(.@hat1color) {
- case 1:
- mes .@name$;
- mes "Colour .@Hat1$ red?";
- mes "This will cost " + .@price + ".";
- next;
- menu "Yes",-,"No",End_Conversation;
- if (Zeny < .@price) { goto Need_Zeny; }
- else {
- delitem <hat1id>,1;
- getitem <hat1's red version id>,1;
- mes .@name$;
- mes "I have recoloured your .@Hat1$ red.";
- close;
- }
- break;
- case 2:
- // Do the same as case 1, just for green
- break;
- case 3:
- // Do the same as case 1, but for blue.
- break;
- }
- break;
- case 2:
- // Just repeat what was in case 1 (but obviously change hat1 for hat, etc.)
- close;
- break;
- case 3:
- close;
- break;
- }
- End_Conversation:
- mes .@name$;
- mes "See you later.";
- close;
- Need_Zeny:
- mes .@name$;
- mes "You don't have enough zeny!":
- close;
- }
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