#include "craft_itemprop" void main() { object oPC = GetPCSpeaker(); //Place any items in the main hand or the off-hand in the inventory object oCopied; int nCursed; if (GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC) != OBJECT_INVALID) { nCursed = GetItemCursedFlag(GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC)); oCopied = CopyItem(GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC), oPC, TRUE); if (oCopied != OBJECT_INVALID) DestroyObject(GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oPC)); if (nCursed == TRUE) SetItemCursedFlag(oCopied, TRUE); nCursed = FALSE; } if (GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC) != OBJECT_INVALID) { nCursed = GetItemCursedFlag(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC)); oCopied = CopyItem(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC), oPC, TRUE); if (oCopied != OBJECT_INVALID) DestroyObject(GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC)); if (nCursed == TRUE) SetItemCursedFlag(oCopied, TRUE); nCursed = FALSE; } //The end of this chunk of code object oItem = GetFirstItemInInventory(oPC); int nCheck; while (GetIsObjectValid(oItem)) { if (GetLocalInt(oItem, "Prototype") == TRUE) { object oNewItem = ModifiedItem(oItem, ITEM_APPR_TYPE_WEAPON_MODEL, ITEM_APPR_WEAPON_MODEL_BOTTOM, FALSE); ExecuteScript("craft_pcequip", oPC); return; } oItem = GetNextItemInInventory(oPC); } }