#include "x2_inc_itemprop" //This is actually the main function. void script(object oItem, object oPC) { int nCurrentApp = GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_RFOOT); int nNewApp; switch (nCurrentApp) { case 1: nNewApp = 2; break; case 2: nNewApp = 3; break; case 3: nNewApp = 4; break; case 4: nNewApp = 5; break; case 5: nNewApp = 6; break; case 6: nNewApp = 7; break; case 7: nNewApp = 8; break; case 8: nNewApp = 9; break; case 9: nNewApp = 10; break; case 10: nNewApp = 11; break; case 11: nNewApp = 12; break; case 12: nNewApp = 83; break; case 83: nNewApp = 123; break; case 123: nNewApp = 124; break; case 124: nNewApp = 151; break; case 151: nNewApp = 152; break; case 152: nNewApp = 186; break; case 186: nNewApp = 1; break; default: nNewApp = 1; break; } object oModified1 = CopyItemAndModify(oItem, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_RFOOT, nNewApp, TRUE); object oModified = CopyItemAndModify(oModified1, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_LFOOT, nNewApp, TRUE); DestroyObject(oModified1); SetItemCursedFlag(oModified, TRUE); if (oModified != OBJECT_INVALID) DestroyObject(oItem); ExecuteScript("craft_pcequip", oPC); return; } void main() { object oPC = GetPCSpeaker(); int nSlot = 0; object oItem; //Check if the item being crafted is equipped while (nSlot < 18) { oItem = GetItemInSlot(nSlot, oPC); if (GetLocalInt(oItem, "Prototype") == TRUE) {script(oItem, oPC); return; } nSlot++; } //If the item is not equipped, search for it in the inventory oItem = GetFirstItemInInventory(oPC); while (GetIsObjectValid(oItem)) { if (GetLocalInt(oItem, "Prototype") == TRUE) {script(oItem, oPC); return; } oItem = GetNextItemInInventory(oPC); } }