//Created by 420 for the CEP //Copy cloak from PC to Tailor //Based on script tlr_copypcoutfit.nss by Jake E. Fitch void main() { object oPC = GetPCSpeaker(); object oSourceCloak = GetItemInSlot(INVENTORY_SLOT_CLOAK, oPC); object oCloak = GetItemInSlot(INVENTORY_SLOT_CLOAK, OBJECT_SELF); if(oCloak == OBJECT_INVALID) { oCloak = GetItemPossessedBy(OBJECT_SELF, "mil_cloak"); if(oCloak == OBJECT_INVALID) { oCloak = CreateItemOnObject("mil_cloak", OBJECT_SELF); } AssignCommand(OBJECT_SELF, ActionEquipItem(oCloak, INVENTORY_SLOT_CLOAK)); } int iSourceCloakValue; object oCurrentCloak, oNewCloak; ////// Copy Colors // Cloth 1 iSourceCloakValue = GetItemAppearance(oSourceCloak, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH1); oCurrentCloak = oCloak; oNewCloak = CopyItemAndModify(oCurrentCloak,ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH1, iSourceCloakValue, TRUE); DestroyObject(oCurrentCloak); // Cloth 2 iSourceCloakValue = GetItemAppearance(oSourceCloak, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH2); oCurrentCloak = oNewCloak; oNewCloak = CopyItemAndModify(oCurrentCloak,ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_CLOTH2, iSourceCloakValue, TRUE); DestroyObject(oCurrentCloak); // Leather 1 iSourceCloakValue = GetItemAppearance(oSourceCloak, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER1); oCurrentCloak = oNewCloak; oNewCloak = CopyItemAndModify(oCurrentCloak,ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER1, iSourceCloakValue, TRUE); DestroyObject(oCurrentCloak); // Leather 2 iSourceCloakValue = GetItemAppearance(oSourceCloak, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER2); oCurrentCloak = oNewCloak; oNewCloak = CopyItemAndModify(oCurrentCloak,ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_LEATHER2, iSourceCloakValue, TRUE); DestroyObject(oCurrentCloak); // Metal 1 iSourceCloakValue = GetItemAppearance(oSourceCloak, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL1); oCurrentCloak = oNewCloak; oNewCloak = CopyItemAndModify(oCurrentCloak,ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL1, iSourceCloakValue, TRUE); DestroyObject(oCurrentCloak); // Metal 2 iSourceCloakValue = GetItemAppearance(oSourceCloak, ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL2); oCurrentCloak = oNewCloak; oNewCloak = CopyItemAndModify(oCurrentCloak,ITEM_APPR_TYPE_ARMOR_COLOR, ITEM_APPR_ARMOR_COLOR_METAL2, iSourceCloakValue, TRUE); DestroyObject(oCurrentCloak); ////// Copy Design // Cloak if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_CLOAK, oPC))) { iSourceCloakValue = GetItemAppearance(oSourceCloak, ITEM_APPR_TYPE_SIMPLE_MODEL, 0); oCurrentCloak = oNewCloak; oNewCloak = CopyItemAndModify(oCurrentCloak, ITEM_APPR_TYPE_SIMPLE_MODEL, 0, iSourceCloakValue, TRUE); DestroyObject(oCurrentCloak); } // Equip if(GetIsObjectValid(GetItemInSlot(INVENTORY_SLOT_CLOAK, oPC))) { DelayCommand(0.5f, AssignCommand(OBJECT_SELF, ActionEquipItem(oNewCloak, INVENTORY_SLOT_CLOAK))); } }