//:://///////////////////////////////////////////// //:: Dye Kit - Item = Head //:: dye_itemhead.nss //:: Copyright (c) 2003 Jake E. Fitch //::////////////////////////////////////////////// /* Set the item to be died to the head slot. */ //::////////////////////////////////////////////// //:: Created By: Jake E. Fitch (Milambus Mandragon) //:: Created On: Dec. 9, 2004 //::////////////////////////////////////////////// string ClothColor(int iColor); string MetalColor(int iColor); void main() { object oPC = GetPCSpeaker(); SetLocalInt(oPC, "ItemToDye", INVENTORY_SLOT_HEAD); object oItem = GetItemInSlot(INVENTORY_SLOT_HEAD, oPC); if (GetIsObjectValid(oItem)) { int iLeather1 = GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER1); int iLeather2 = GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER2); int iCloth1 = GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH1); int iCloth2 = GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH2); int iMetal1 = GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL1); int iMetal2 = GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL2); string sOutput = "Leather 1: " + ClothColor(iLeather1); sOutput += "\n" + "Leather 2: " + ClothColor(iLeather2); sOutput += "\n" + "Cloth 1: " + ClothColor(iCloth1); sOutput += "\n" + "Cloth 2: " + ClothColor(iCloth2); sOutput += "\n" + "Metal 1: " + MetalColor(iMetal1); sOutput += "\n" + "Metal 2: " + MetalColor(iMetal2); SendMessageToPC(oPC, sOutput); } } string ClothColor(int iColor) { switch (iColor) { case 00: return "Lightest Tan/Brown"; case 01: return "Light Tan/Brown"; case 02: return "Dark Tan/Brown"; case 03: return "Darkest Tan/Brown"; case 04: return "Lightest Tan/Red"; case 05: return "Light Tan/Red"; case 06: return "Dark Tan/Red"; case 07: return "Darkest Tan/Red"; case 08: return "Lightest Tan/Yellow"; case 09: return "Light Tan/Yellow"; case 10: return "Dark Tan/Yellow"; case 11: return "Darkest Tan/Yellow"; case 12: return "Lightest Tan/Grey"; case 13: return "Light Tan/Grey"; case 14: return "Dark Tan/Grey"; case 15: return "Darkest Tan/Grey"; case 16: return "Lightest Olive"; case 17: return "Light Olive"; case 18: return "Dark Olive"; case 19: return "Darkest Olive"; case 20: return "White"; case 21: return "Light Grey"; case 22: return "Dark Grey"; case 23: return "Charcoal"; case 24: return "Light Blue"; case 25: return "Dark Blue"; case 26: return "Light Aqua"; case 27: return "Dark Aqua"; case 28: return "Light Teal"; case 29: return "Dark Teal"; case 30: return "Light Green"; case 31: return "Dark Green"; case 32: return "Light Yellow"; case 33: return "Dark Yellow"; case 34: return "Light Orange"; case 35: return "Dark Orange"; case 36: return "Light Red"; case 37: return "Dark Red"; case 38: return "Light Pink"; case 39: return "Dark Pink"; case 40: return "Light Purple"; case 41: return "Dark Purple"; case 42: return "Light Violet"; case 43: return "Dark Violet"; case 44: return "Shiny White"; case 45: return "Shiny Black"; case 46: return "Shiny Blue"; case 47: return "Shiny Aqua"; case 48: return "Shiny Teal"; case 49: return "Shiny Green"; case 50: return "Shiny Yellow"; case 51: return "Shiny Orange"; case 52: return "Shiny Red"; case 53: return "Shiny Pink"; case 54: return "Shiny Purple"; case 55: return "Shiny Violet"; case 56: return "Hidden: Silver"; case 57: return "Hidden: Obsidian"; case 58: return "Hidden: Gold"; case 59: return "Hidden: Copper"; case 60: return "Hidden: Grey"; case 61: return "Hidden: Mirror"; case 62: return "Hidden: Pure White"; case 63: return "Hidden: Pure Black"; } return ""; } string MetalColor(int iColor) { switch (iColor) { case 00: return "Lightest Shiny Silver"; case 01: return "Light Shiny Silver"; case 02: return "Dark Shiny Obsidian"; case 03: return "Darkest Shiny Obsidian"; case 04: return "Lightest Dull Silver"; case 05: return "Light Dull Silver"; case 06: return "Dark Dull Obsidian"; case 07: return "Darkest Dull Obsidian"; case 08: return "Lightest Gold"; case 09: return "Light Gold"; case 10: return "Dark Gold"; case 11: return "Darkest Gold"; case 12: return "Lightest Celestial Gold"; case 13: return "Light Celestial Gold"; case 14: return "Dark Celestial Gold"; case 15: return "Darkest Celestial Gold"; case 16: return "Lightest Copper"; case 17: return "Light Copper"; case 18: return "Dark Copper"; case 19: return "Darkest Copper"; case 20: return "Lightest Brass"; case 21: return "Light Brass"; case 22: return "Dark Brass"; case 23: return "Darkest Brass"; case 24: return "Light Red"; case 25: return "Dark Red"; case 26: return "Light Dull Red"; case 27: return "Dark Dull Red"; case 28: return "Light Purple"; case 29: return "Dark Purple"; case 30: return "Light Dull Purple"; case 31: return "Dark Dull Purple"; case 32: return "Light Blue"; case 33: return "Dark Blue"; case 34: return "Light Dull Blue"; case 35: return "Dark Dull Blue"; case 36: return "Light Teal"; case 37: return "Dark Teal"; case 38: return "Light Dull Teal"; case 39: return "Dark Dull Teal"; case 40: return "Light Green"; case 41: return "Dark Green"; case 42: return "Light Dull Green"; case 43: return "Dark Dull Green"; case 44: return "Light Olive"; case 45: return "Dark Olive"; case 46: return "Light Dull Olive"; case 47: return "Dark Dull Olive"; case 48: return "Light Prismatic"; case 49: return "Dark Prismatic"; case 50: return "Lightest Rust"; case 51: return "Light Rust"; case 52: return "Dark Rust"; case 53: return "Darkest Rust"; case 54: return "Light Aged Metal"; case 55: return "Dark Aged Metal"; case 56: return "Hidden: Silver"; case 57: return "Hidden: Obsidian"; case 58: return "Hidden: Gold"; case 59: return "Hidden: Copper"; case 60: return "Hidden: Grey"; case 61: return "Hidden: Mirror"; case 62: return "Hidden: Pure White"; case 63: return "Hidden: Pure Black"; } return ""; }