/////////////////////////////////////////////////////////////////////////////// // wand_cfg // written by: eyesolated // written at: May 5, 2015 // // Notes: Configuration File for the Wand Dialogue // If the following string is not empty, an item with the given Tag is needed // for every color change const string CS_MODEL_ITEM_COLORING = "model_dye"; const string CS_MODEL_DYE_NAME = "Magical Dye"; // Defines the gold cost of a single change to an item of the corresponding type // For armors, this value is multiplied by (AC value + 1) // For shields, this value is multiplied by (AC value) const int CI_MODEL_COST_PER_CHANGE_GOLD_ARMOR = 5; const int CI_MODEL_COST_PER_CHANGE_GOLD_CLOAK = 30; const int CI_MODEL_COST_PER_CHANGE_GOLD_HELMET = 50; const int CI_MODEL_COST_PER_CHANGE_GOLD_SHIELD = 75; const int CI_MODEL_COST_PER_CHANGE_GOLD_WEAPON = 50; // You can override the costs on specific Models by setting the following variables // to anything but 0 on the model. A value of -1 means "0 Gold Cost" const string CS_MODEL_COST_PER_CHANGE_GOLD_ARMOR_OVERRIDE = "model_Gold_Armor"; const string CS_MODEL_COST_PER_CHANGE_GOLD_CLOAK_OVERRIDE = "model_Gold_Cloak"; const string CS_MODEL_COST_PER_CHANGE_GOLD_HELMET_OVERRIDE = "model_Gold_Helmet"; const string CS_MODEL_COST_PER_CHANGE_GOLD_SHIELD_OVERRIDE = "model_Gold_Shield"; const string CS_MODEL_COST_PER_CHANGE_GOLD_WEAPON_OVERRIDE = "model_Gold_Weapon"; // You can disable the Dye Requirment on specific Models by setting the following // variable to 1 on the model. const string CS_MODEL_COST_NODYE = "model_NoDye"; const float CF_MODEL_DELAY_DESTROYWEAPON = 0.2f; const string CS_DEF_INVISIBLEWEAPON = "model_invright"; const string CS_DEF_ARRAY_ARMOR = "model_arr_armor_"; const string CS_DEF_ARRAY_ARMOR_PART = "model_arr_part_"; const string CS_DEF_ARRAY_CHANGES = "model_arr_chg"; const string CS_DEF_ARRAY_COLORS = "model_arr_col"; const string CS_DEF_ARRAY_ANALYZEREFERENCE = "model_analyzeref"; const string CS_DEF_ARRAY_CHANGES_ANALYZE = "model_arr_chgana"; const string CS_DEF_ARRAY_COLORS_ANALYZE = "model_arr_colana"; const string CS_DEF_VAR_CHANGE = "model_chg_"; const string CS_DEF_VAR_COLOR = "model_col_"; const string CS_DEF_VAR_CHANGE_ANALYZE = "model_chgana_"; const string CS_DEF_VAR_COLOR_ANALYZE = "model_colana_"; const string CS_DEF_VAR_APPEARANCE_ORIGINAL = "model_OAppr_"; const string CS_DEF_VAR_COLOR_ORIGINAL = "model_OCol_"; const int CI_DEF_COLOR_INDEX_CLOTHLEATHER = 1; const int CI_DEF_COLOR_INDEX_METAL = 2; const int CI_DEF_ARMOR_ALL = -5; const int CI_DEF_ARMOR_SAME_BICEPS = -10; const int CI_DEF_ARMOR_SAME_FEET = -11; const int CI_DEF_ARMOR_SAME_FOREARMS = -12; const int CI_DEF_ARMOR_SAME_HANDS = -13; const int CI_DEF_ARMOR_SAME_SHINS = -14; const int CI_DEF_ARMOR_SAME_SHOULDERS = -15; const int CI_DEF_ARMOR_SAME_THIGHS = -16; const int CI_CONDITION_MODEL_HAS_HELMET = 100; const int CI_CONDITION_MODEL_HAS_ARMOR = 101; const int CI_CONDITION_MODEL_HAS_WEAPON_LEFT = 102; const int CI_CONDITION_MODEL_HAS_WEAPON_RIGHT = 103; const int CI_CONDITION_MODEL_HAS_SHIELD = 104; const int CI_CONDITION_MODEL_HAS_CLOAK = 105; const int CI_CONDITION_PC_HAS_CLOAK = 201; const int CI_CONDITION_PC_HAS_ARMOR = 202; const int CI_CONDITION_PC_HAS_HELMET = 203; const int CI_CONDITION_PC_HAS_SHIELD = 204; const int CI_CONDITION_PC_HAS_WEAPON_LEFT = 205; const int CI_CONDITION_PC_HAS_WEAPON_RIGHT = 206; const int CI_CONDITION_OVERRIDE_BUY_ALL = 220; const int CI_CONDITION_OVERRIDE_BUY_CLOAK = 221; const int CI_CONDITION_OVERRIDE_BUY_ARMOR = 222; const int CI_CONDITION_OVERRIDE_BUY_HELMET = 223; const int CI_CONDITION_OVERRIDE_BUY_SHIELD = 224; const int CI_CONDITION_OVERRIDE_BUY_WEAPON_LEFT = 225; const int CI_CONDITION_OVERRIDE_BUY_WEAPON_RIGHT = 226; const int CI_CONDITION_OVERRIDE_BUY_DESIGN_ALL = 230; const int CI_CONDITION_OVERRIDE_BUY_DESIGN_CLOAK = 231; const int CI_CONDITION_OVERRIDE_BUY_DESIGN_ARMOR = 232; const int CI_CONDITION_OVERRIDE_BUY_DESIGN_HELMET = 233; const int CI_CONDITION_OVERRIDE_BUY_DESIGN_SHIELD = 234; const int CI_CONDITION_OVERRIDE_BUY_DESIGN_WEAPON_LEFT = 235; const int CI_CONDITION_OVERRIDE_BUY_DESIGN_WEAPON_RIGHT = 236; const int CI_CONDITION_OVERRIDE_CHANGE_ITEM = 250; const int CI_CONDITION_OVERRIDE_REMOVE_ITEM = 251; const int CI_CONDITION_SELECTED_NOT_SHIELD = 300; const int CI_CONDITION_SELECTED_NO_INDEX = 301; const int CI_CONDITION_SELECTED_INDEX = 302; const int CI_CONDITION_SELECTED_ARMOR = 303; const int CI_CONDITION_SELECTED_WEAPON_LEFT = 304; const int CI_CONDITION_SELECTED_WEAPON_RIGHT = 305; const int CI_CONDITION_SELECTED_WEAPON = 306; const int CI_CONDITION_SELECTED_NOWEAPON = 307; const int CI_CONDITION_SELECTED_ARMOR_PART_ALL = 308; const int CI_CONDITION_NOTSELECTED_ARMOR_PART_ALL = 309; const int CI_CONDITION_SELECTED_ARMORPART_SPECIFIC = 310; const int CI_CONDITION_NOTSELECTED_ARMORPART_SPECIFIC = 311; const int CI_CONDITION_SELECTED_NOWEAPON_OVERRIDE_COLOR = 312; const int CI_CONDITION_ARMOR_SAME_BICEPS = 400; const int CI_CONDITION_ARMOR_SAME_FEET = 401; const int CI_CONDITION_ARMOR_SAME_FOREARMS = 402; const int CI_CONDITION_ARMOR_SAME_HANDS = 403; const int CI_CONDITION_ARMOR_SAME_SHINS = 404; const int CI_CONDITION_ARMOR_SAME_SHOULDERS = 405; const int CI_CONDITION_ARMOR_SAME_THIGHS = 406; const int CI_CONDITION_COLOR_TYPE_NOTSELECTED = 500; const int CI_CONDITION_COLOR_NONMETAL = 501; const int CI_CONDITION_COLOR_METAL = 502; const int CI_CONDITION_COLOR_WEAPON = 503; const int CI_ACTION_MODEL_INITIALIZE = 1; const int CI_ACTION_MODEL_CLONE_APPEARANCE = 99; const int CI_ACTION_MODEL_CHANGE_HELMET = 100; const int CI_ACTION_MODEL_CHANGE_ARMOR = 101; const int CI_ACTION_MODEL_CHANGE_WEAPON_LEFT = 102; const int CI_ACTION_MODEL_CHANGE_WEAPON_RIGHT = 103; const int CI_ACTION_MODEL_CHANGE_SHIELD = 104; const int CI_ACTION_MODEL_CHANGE_CLOAK = 105; const int CI_ACTION_MODEL_COPY_ALL = 200; const int CI_ACTION_MODEL_COPY_CLOAK = 201; const int CI_ACTION_MODEL_COPY_ARMOR = 202; const int CI_ACTION_MODEL_COPY_HELMET = 203; const int CI_ACTION_MODEL_COPY_SHIELD = 204; const int CI_ACTION_MODEL_COPY_WEAPON_LEFT = 205; const int CI_ACTION_MODEL_COPY_WEAPON_RIGHT = 206; const int CI_ACTION_MODEL_REMOVE_ITEM = 207; const int CI_ACTION_MODEL_REMOVE_ALL = 208; const int CI_ACTION_MODEL_REMOVE_CLOAK = 209; const int CI_ACTION_MODEL_REMOVE_ARMOR = 210; const int CI_ACTION_MODEL_REMOVE_HELMET = 211; const int CI_ACTION_MODEL_REMOVE_SHIELD = 212; const int CI_ACTION_MODEL_REMOVE_WEAPON_LEFT = 213; const int CI_ACTION_MODEL_REMOVE_WEAPON_RIGHT = 214; const int CI_ACTION_MODEL_APPEARANCE_NEXT = 220; const int CI_ACTION_MODEL_APPEARANCE_PREVIOUS = 221; const int CI_ACTION_REMOVE_SELECTION_ITEM = 250; const int CI_ACTION_REMOVE_SELECTION_INDEX = 251; const int CI_ACTION_MODEL_CHANGE_ARMOR_BELT = 400; const int CI_ACTION_MODEL_CHANGE_ARMOR_BICEPS_LEFT = 401; const int CI_ACTION_MODEL_CHANGE_ARMOR_BICEPS_RIGHT = 402; const int CI_ACTION_MODEL_CHANGE_ARMOR_BICEPS_BOTH = 403; const int CI_ACTION_MODEL_CHANGE_ARMOR_FOOT_LEFT = 404; const int CI_ACTION_MODEL_CHANGE_ARMOR_FOOT_RIGHT = 405; const int CI_ACTION_MODEL_CHANGE_ARMOR_FOOT_BOTH = 406; const int CI_ACTION_MODEL_CHANGE_ARMOR_FOREARM_LEFT = 407; const int CI_ACTION_MODEL_CHANGE_ARMOR_FOREARM_RIGHT = 408; const int CI_ACTION_MODEL_CHANGE_ARMOR_FOREARM_BOTH = 409; const int CI_ACTION_MODEL_CHANGE_ARMOR_HAND_LEFT = 410; const int CI_ACTION_MODEL_CHANGE_ARMOR_HAND_RIGHT = 411; const int CI_ACTION_MODEL_CHANGE_ARMOR_HAND_BOTH = 412; const int CI_ACTION_MODEL_CHANGE_ARMOR_NECK = 413; const int CI_ACTION_MODEL_CHANGE_ARMOR_PELVIS = 414; const int CI_ACTION_MODEL_CHANGE_ARMOR_ROBE = 415; const int CI_ACTION_MODEL_CHANGE_ARMOR_SHIN_LEFT = 416; const int CI_ACTION_MODEL_CHANGE_ARMOR_SHIN_RIGHT = 417; const int CI_ACTION_MODEL_CHANGE_ARMOR_SHIN_BOTH = 418; const int CI_ACTION_MODEL_CHANGE_ARMOR_SHOULDER_LEFT = 419; const int CI_ACTION_MODEL_CHANGE_ARMOR_SHOULDER_RIGHT = 420; const int CI_ACTION_MODEL_CHANGE_ARMOR_SHOULDER_BOTH = 421; const int CI_ACTION_MODEL_CHANGE_ARMOR_THIGH_LEFT = 422; const int CI_ACTION_MODEL_CHANGE_ARMOR_THIGH_RIGHT = 423; const int CI_ACTION_MODEL_CHANGE_ARMOR_THIGH_BOTH = 424; const int CI_ACTION_MODEL_CHANGE_ARMOR_TORSO = 425; const int CI_ACTION_MODEL_CHANGE_ARMOR_ALL = 450; const int CI_ACTION_MODEL_CHANGE_WEAPON_BOTTOM = 500; const int CI_ACTION_MODEL_CHANGE_WEAPON_MIDDLE = 501; const int CI_ACTION_MODEL_CHANGE_WEAPON_TOP = 502; const int CI_ACTION_MODEL_SELECT_COLOR_ARMOR_CLOTH1 = 600; const int CI_ACTION_MODEL_SELECT_COLOR_ARMOR_CLOTH2 = 601; const int CI_ACTION_MODEL_SELECT_COLOR_ARMOR_LEATHER1 = 602; const int CI_ACTION_MODEL_SELECT_COLOR_ARMOR_LEATHER2 = 603; const int CI_ACTION_MODEL_SELECT_COLOR_ARMOR_METAL1 = 604; const int CI_ACTION_MODEL_SELECT_COLOR_ARMOR_METAL2 = 605; const int CI_ACTION_REMOVE_COLOR_TYPE = 650; const int CI_ACTION_COLOR_WEAPON_1 = 700; const int CI_ACTION_COLOR_WEAPON_2 = 701; const int CI_ACTION_COLOR_WEAPON_3 = 702; const int CI_ACTION_COLOR_WEAPON_4 = 703; const int CI_ACTION_MODEL_REMOVE_INDIVIDUAL_COLOR = 800; const int CI_ACTION_MODEL_SELECT_COLOR_SPECIFIC_NEXT = 801; const int CI_ACTION_MODEL_SELECT_COLOR_SPECIFIC_PREVIOUS = 802; const int CI_ACTION_MODEL_SELECT_COLOR_SPECIFIC_ORIGINAL = 803; const int CI_ACTION_BUY_ALL = 900; const int CI_ACTION_BUY_CLOAK = 901; const int CI_ACTION_BUY_ARMOR = 902; const int CI_ACTION_BUY_HELMET = 903; const int CI_ACTION_BUY_SHIELD = 904; const int CI_ACTION_BUY_WEAPON_LEFT = 905; const int CI_ACTION_BUY_WEAPON_RIGHT = 906; const int CI_ACTION_BUY_DESIGN_ALL = 910; const int CI_ACTION_BUY_DESIGN_CLOAK = 911; const int CI_ACTION_BUY_DESIGN_ARMOR = 912; const int CI_ACTION_BUY_DESIGN_HELMET = 913; const int CI_ACTION_BUY_DESIGN_SHIELD = 914; const int CI_ACTION_BUY_DESIGN_WEAPON_LEFT = 915; const int CI_ACTION_BUY_DESIGN_WEAPON_RIGHT = 916; const int CI_ACTION_APPEARANCE_TYPE_DWARF = 1000; const int CI_ACTION_APPEARANCE_TYPE_ELF = 1001; const int CI_ACTION_APPEARANCE_TYPE_GNOME = 1002; const int CI_ACTION_APPEARANCE_TYPE_HALFELF = 1003; const int CI_ACTION_APPEARANCE_TYPE_HALFLING = 1004; const int CI_ACTION_APPEARANCE_TYPE_HALFORC = 1005; const int CI_ACTION_APPEARANCE_TYPE_HUMAN = 1006; const int CI_ACTION_MODEL_SELECT_COLOR_SPECIFIC_CLOTHLEATHER= 10000; const int CI_ACTION_MODEL_SELECT_COLOR_SPECIFIC_METAL = 15000; // Colors string GetColorName(int nIndex, int nColorID) { switch (nColorID) { case 0: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Bleach"; else return "Bleach"; break; case 1: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Light Brown"; else return "Light Iron"; break; case 2: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Brown"; else return "Dark Iron"; break; case 3: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Brown"; else return "Black"; break; case 4: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Bright Ruddy Brown"; else return "Bright Steel"; break; case 5: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Light Ruddy Brown"; else return "Light Steel"; break; case 6: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Ruddy Brown"; else return "Steel"; break; case 7: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Ruddy Brown"; else return "Dark Steel"; break; case 8: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Bright Tan"; else return "Bright Gold"; break; case 9: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Light Tan"; else return "Light Gold"; break; case 10: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Tan"; else return "Gold"; break; case 11: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Tan"; else return "Dark Gold"; break; case 12: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Bright Chocolate Brown"; else return "Bright Brass"; break; case 13: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Light Choclate Brown"; else return "Light Brass"; break; case 14: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Chocolate Brown"; else return "Brass"; break; case 15: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Chocolate Brown"; else return "Dark Brass"; break; case 16: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Bright Olive Green"; else return "Bright Copper"; break; case 17: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Light Olive Green"; else return "Light Copper"; break; case 18: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Olive Green"; else return "Copper"; break; case 19: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Olive Green"; else return "Dark Copper"; break; case 20: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Light Grey"; else return "Bright Bronze"; break; case 21: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Grey"; else return "Light Bronze"; break; case 22: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Grey"; else return "Bronze"; break; case 23: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Black"; else return "Dark Bronze"; break; case 24: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Bright Navy Blue"; else return "Bright Red"; break; case 25: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Navy Blue"; else return "Red"; break; case 26: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Bright Blue"; else return "Light Red"; break; case 27: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Blue"; else return "Dark Red"; break; case 28: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Bright Turquoise"; else return "Bright Purple"; break; case 29: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Turquoise"; else return "Purple"; break; case 30: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Bright Green"; else return "Light Purple"; break; case 31: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Green"; else return "Dark Purple"; break; case 32: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Yellow"; else return "Bright Navy Blue"; break; case 33: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Gold"; else return "Navy Blue"; break; case 34: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Bright Orange"; else return "Light Navy Blue"; break; case 35: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Orange"; else return "Dark Navy Blue"; break; case 36: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Bright Red"; else return "Bright Turquoise"; break; case 37: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Red"; else return "Turquoise"; break; case 38: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Bright Pink"; else return "Light Turquoise"; break; case 39: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Pink"; else return "Dark Turquoise"; break; case 40: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Bright Purple"; else return "Bright Green"; break; case 41: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Purple"; else return "Green"; break; case 42: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Bright Violet"; else return "Light Green"; break; case 43: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Violet"; else return "Dark Green"; break; case 44: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Grey Silk"; else return "Bright Olive Green"; break; case 45: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Black Silk"; else return "Olive Green"; break; case 46: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Navy Blue Silk"; else return "Bright Sage"; break; case 47: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Blue Silk"; else return "Dark Sage"; break; case 48: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Turquoise Silk"; else return "Rainbow"; break; case 49: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Green Silk"; else return "Dark Rainbow"; break; case 50: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Gold Silk"; else return "Rusted Light Iron"; break; case 51: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Orange Silk"; else return "Heavily Rusted Light Iron"; break; case 52: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Red Silk"; else return "Rusted Dark Iron"; break; case 53: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Pink Silk"; else return "Heavily Rusted Dark Iron"; break; case 54: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Purple Silk"; else return "Worn Light Steel"; break; case 55: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Violet Silk"; else return "Worn Steel"; break; case 56: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Light Grey Silk"; else return "Polished Silver"; break; case 57: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Metallic Black"; else return "Polished Black Steel"; break; case 58: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Metallic Gold"; else return "Polished Gold"; break; case 59: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Metallic Copper"; else return "Polished Copper"; break; case 60: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Metallic Steel"; else return "Polished Steel"; break; case 61: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Metallic Platinum"; else return "Polished Platinum"; break; case 62: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Stark White"; else return "Stark White"; break; case 63: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Midnight Black"; else return "Midnight Black"; break; case 64: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Wet Brick"; else return "Sanguine Red"; break; case 65: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Riverbank Brown"; else return "Chocolate Steel"; break; case 66: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Mustard"; else return "Amber Gold"; break; case 67: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Moss"; else return "Smoky Sage"; break; case 68: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Forest Green"; else return "Emerald Steel"; break; case 69: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Forest Drab"; else return "Moonlight Moss"; break; case 70: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Indigo Purple"; else return "Elysian Violet"; break; case 71: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Violet Shadow"; else return "Stormreaver Gray"; break; case 72: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Orchid"; else return "Jechran Purple"; break; case 73: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Orchid Shadow"; else return "Legionnaire Steel"; break; case 74: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Acorn Brown"; else return "Burnished Bronze"; break; case 75: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Pale Brown"; else return "Cold Iron"; break; case 76: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Sea Green"; else return "Bug Green"; break; case 77: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Aqua Shadow"; else return "Drotid Steel"; break; case 78: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Storm Blue"; else return "Kurathene Blue"; break; case 79: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Charcoal"; else return "Granite"; break; case 80: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "T'Nanshi Green"; else return "Fern Steel"; break; case 81: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Pine"; else return "Dull Steel"; break; case 82: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Azure"; else return "Skymetal"; break; case 83: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Azure Shadow"; else return "Iron"; break; case 84: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Raw Umber"; else return "Tarnished Silver"; break; case 85: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Umber Shadow"; else return "Gnomish Steel"; break; case 86: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Mud Brown"; else return "Deglosian Silver"; break; case 87: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Walnut"; else return "Tarnished Bronze"; break; case 88: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Scarlet"; else return "Ember Red"; break; case 89: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Crimson"; else return "Demon Red"; break; case 90: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Blood Red"; else return "Blood Red"; break; case 91: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Burgundy"; else return "Crimson"; break; case 92: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Goldenrod"; else return "Glorious Gold"; break; case 93: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Goldenrod"; else return "Mustard Gold"; break; case 94: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Rich Ochre"; else return "Bandit Bronze"; break; case 95: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Old Leather"; else return "Woodsman Bronze"; break; case 96: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Mauve"; else return "Lizard Scale Pink"; break; case 97: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Mauve"; else return "Eggplant"; break; case 98: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Maroon"; else return "Merlot"; break; case 99: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Wine Red"; else return "Swamp Purple"; break; case 100: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Coral"; else return "Brick Red"; break; case 101: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Firebrick Red"; else return "Fire Brick Red"; break; case 102: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Firebrick"; else return "Steak"; break; case 103: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Red"; else return "Old Crimson Steel"; break; case 104: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Ferrell Green"; else return "Slime Green"; break; case 105: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Green"; else return "Dark Slime Green"; break; case 106: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Oak Green"; else return "Forest Steel"; break; case 107: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Pine Green"; else return "Deep Forest Steel"; break; case 108: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Light Swamp Green"; else return "Verdigris Silver"; break; case 109: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Swamp Green"; else return "Dark Verdigris Silver"; break; case 110: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "M'Chekian Olive"; else return "Olive Drab"; break; case 111: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "M'Chekian Dark Olive"; else return "Dark Olive Drab"; break; case 112: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Deglossian Ash Green"; else return "Derrington Steel"; break; case 113: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Deglossian Dark Ash Green"; else return "Bazgamph Iron"; break; case 114: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Faded Sepia"; else return "Smoky Steel"; break; case 115: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Deep Earth"; else return "Underdark Iron"; break; case 116: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Khaki"; else return "Burnished Copper"; break; case 117: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Sienna"; else return "Earthmetal"; break; case 118: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Sienna"; else return "Russet"; break; case 119: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Mahogany"; else return "Deep Brown"; break; case 120: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Sand"; else return "Ancient Silver"; break; case 121: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Driftwood"; else return "Smoky Silver"; break; case 122: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Bark"; else return "Journeyman's Steel"; break; case 123: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Bark"; else return "Coldforged Iron"; break; case 124: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Ash"; else return "Stormmetal"; break; case 125: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Smoke"; else return "Infantry Steel"; break; case 126: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Light Bistre"; else return "Shadow Steel"; break; case 127: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Bistre"; else return "Midnight Steel"; break; case 128: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Wheat"; else return "Champagne Silver"; break; case 129: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Buckskin"; else return "Harvest Bronze"; break; case 130: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Saddle Brown"; else return "Chocolate Bronze"; break; case 131: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Autumn Brown"; else return "Deep Chocolate Bronze"; break; case 132: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Slate"; else return "Slate Steel"; break; case 133: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Slate"; else return "Smoky Slate Steel"; break; case 134: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Midnight Ash"; else return "Shadow Slate"; break; case 135: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Midnight Smoke"; else return "Navy Steel"; break; case 136: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Royal Blue"; else return "Bright Cobalt"; break; case 137: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Cobalt"; else return "Cobalt"; break; case 138: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Ingoren Blue"; else return "Visimontium Blue"; break; case 139: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Indigo Blue"; else return "Twilight Steel"; break; case 140: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Cyan Shadow"; else return "Aqua"; break; case 141: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Light Teal"; else return "Dark Aqua"; break; case 142: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Teal"; else return "Teal Steel"; break; case 143: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Teal Shadow"; else return "Dark Teal Steel"; break; case 144: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Magenta"; else return "Heliotrope Pink"; break; case 145: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Magenta"; else return "Grape"; break; case 146: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Grape"; else return "Imperial Purple"; break; case 147: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Imperial Purple"; else return "Deep Purple"; break; case 148: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Cornflower Blue"; else return "Cornflower Steel"; break; case 149: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Steele Blue"; else return "Royal Blue"; break; case 150: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Pale Turquoise"; else return "Aquamarine"; break; case 151: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Aquamarine"; else return "Deep Turquoise"; break; case 152: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Sapling Green"; else return "Light Ferrell Green"; break; case 153: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Emerald"; else return "Dark Ferrell Green"; break; case 154: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Honey"; else return "Old Bronze"; break; case 155: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Honey"; else return "Rich Bronze"; break; case 156: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Desert Brown"; else return "Galdosian Copper"; break; case 157: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Ash Brown"; else return "Rich Copper"; break; case 158: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Pale Rust"; else return "Chestnut Copper"; break; case 159: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Rust"; else return "Rust"; break; case 160: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Lilac"; else return "Lilac"; break; case 161: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Mauve Shadow"; else return "Mauve"; break; case 162: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Burnt Sienna"; else return "Puce"; break; case 163: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Dark Violet"; else return "Violet-Eggplant"; break; case 164: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Silver Gray"; else return "Mithril"; break; case 165: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Kurathene Steel Blue"; else return "Sunset Steel"; break; case 166: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Snow"; else return "Ice"; break; case 167: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Midnight Camouflage"; else return "Hunter Green"; break; case 168: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Drotid Tan"; else return "Cheap Silver"; break; case 169: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Viridian Shadow"; else return "Summerleaf Slate"; break; case 170: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Corsair Purple"; else return "Indigo Smoke"; break; case 171: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Shadow"; else return "Dark Slate Grey"; break; case 172: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Lizard Belly Olive"; else return "Fish Belly Green"; break; case 173: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Russet Shadow"; else return "Indigo Shadow"; break; case 174: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Cinnamon"; else return "Brown"; break; case 175: if (nIndex == CI_DEF_COLOR_INDEX_CLOTHLEATHER) return "Forian's Gold"; else return "Forian's Gold"; break; } return "unkown"; }