//:://///////////////////////////////////////////// //:: TAILOR: symmetry, copy from the other side //:: onconv mil_tailor //::////////////////////////////////////////////// /* is it symmetrical? read # from other side */ //::////////////////////////////////////////////// //:: Created By: bloodsong //-- cobbled from milambus's scripts //-- milamBUS, one day, i'll learn his name right! //--(i suck at names, k?) //::////////////////////////////////////////////// void main() { object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, OBJECT_SELF); int iToModify = GetLocalInt(OBJECT_SELF, "ToModify"); int iNewLook; //-- step zero: translate our toModify switch (iToModify) { case ITEM_APPR_ARMOR_MODEL_RBICEP: { iNewLook = ITEM_APPR_ARMOR_MODEL_LBICEP; break; } case ITEM_APPR_ARMOR_MODEL_RFOOT: { iNewLook = ITEM_APPR_ARMOR_MODEL_LFOOT; break; } case ITEM_APPR_ARMOR_MODEL_RFOREARM: { iNewLook = ITEM_APPR_ARMOR_MODEL_LFOREARM; break; } case ITEM_APPR_ARMOR_MODEL_RHAND: { iNewLook = ITEM_APPR_ARMOR_MODEL_LHAND; break; } case ITEM_APPR_ARMOR_MODEL_RSHIN: { iNewLook = ITEM_APPR_ARMOR_MODEL_LSHIN; break; } case ITEM_APPR_ARMOR_MODEL_RSHOULDER: { iNewLook = ITEM_APPR_ARMOR_MODEL_LSHOULDER; break; } case ITEM_APPR_ARMOR_MODEL_RTHIGH: { iNewLook = ITEM_APPR_ARMOR_MODEL_LTHIGH; break; } case ITEM_APPR_ARMOR_MODEL_LBICEP: { iNewLook = ITEM_APPR_ARMOR_MODEL_RBICEP; break; } case ITEM_APPR_ARMOR_MODEL_LFOOT: { iNewLook = ITEM_APPR_ARMOR_MODEL_RFOOT; break; } case ITEM_APPR_ARMOR_MODEL_LFOREARM: { iNewLook = ITEM_APPR_ARMOR_MODEL_RFOREARM; break; } case ITEM_APPR_ARMOR_MODEL_LHAND: { iNewLook = ITEM_APPR_ARMOR_MODEL_RHAND; break; } case ITEM_APPR_ARMOR_MODEL_LSHIN: { iNewLook = ITEM_APPR_ARMOR_MODEL_RSHIN; break; } case ITEM_APPR_ARMOR_MODEL_LSHOULDER: { iNewLook = ITEM_APPR_ARMOR_MODEL_RSHOULDER; break; } case ITEM_APPR_ARMOR_MODEL_LTHIGH: { iNewLook = ITEM_APPR_ARMOR_MODEL_RTHIGH; break; } default: return; //-- not a symmetrical part } int iNewApp = GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_MODEL, iNewLook); object oNewItem = CopyItemAndModify(oItem, ITEM_APPR_TYPE_ARMOR_MODEL, iToModify, iNewApp, TRUE); DestroyObject(oItem); DelayCommand(0.5f, AssignCommand(OBJECT_SELF, ActionEquipItem(oNewItem, INVENTORY_SLOT_CHEST))); }