#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_PELVIS ); int nNewApp; switch (nCurrentApp) { case 2: nNewApp = 1; break; case 3: nNewApp = 2; break; case 4: nNewApp = 3; break; case 5: nNewApp = 4; break; case 6: nNewApp = 5; break; case 7: nNewApp = 6; break; case 8: nNewApp = 7; break; case 9: nNewApp = 8; break; case 10: nNewApp = 9; break; case 13: nNewApp = 10; break; case 14: nNewApp = 13; break; case 15: nNewApp = 14; break; case 16: nNewApp = 15; break; case 17: nNewApp = 16; break; case 18: nNewApp = 17; break; case 19: nNewApp = 18; break; case 20: nNewApp = 19; break; case 21: nNewApp = 20; break; case 22: nNewApp = 21; break; case 23: nNewApp = 22; break; case 24: nNewApp = 23; break; case 25: nNewApp = 24; break; case 26: nNewApp = 25; break; case 28: nNewApp = 26; break; case 29: nNewApp = 28; break; case 37: nNewApp = 29; break; case 63: nNewApp = 37; break; case 121: nNewApp = 63; break; case 122: nNewApp = 121; break; case 123: nNewApp = 122; break; case 124: nNewApp = 123; break; case 1: nNewApp = 124; break; default: nNewApp = 1; break; } object oModified = CopyItemAndModify(oItem, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_PELVIS, nNewApp, TRUE); 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); } }