#include "zep_inc_craft2" void main() { object oPC = GetPCSpeaker(); object oItem = GetLocalObject(oPC, "ZEP_CR_ITEM"); object oNew; int nPart = GetLocalInt(oPC, "ZEP_CR_PART"); int nPart2; int nCurrApp; int nSlot; if (nPart == ITEM_APPR_ARMOR_MODEL_LBICEP) { nPart2 = ITEM_APPR_ARMOR_MODEL_RBICEP; } else if (nPart == ITEM_APPR_ARMOR_MODEL_RBICEP) { nPart2 = ITEM_APPR_ARMOR_MODEL_LBICEP; } else if (nPart == ITEM_APPR_ARMOR_MODEL_LFOOT) { nPart2 = ITEM_APPR_ARMOR_MODEL_RFOOT; } else if (nPart == ITEM_APPR_ARMOR_MODEL_RFOOT) { nPart2 = ITEM_APPR_ARMOR_MODEL_LFOOT; } else if (nPart == ITEM_APPR_ARMOR_MODEL_LFOREARM) { nPart2 = ITEM_APPR_ARMOR_MODEL_RFOREARM; } else if (nPart == ITEM_APPR_ARMOR_MODEL_RFOREARM) { nPart2 = ITEM_APPR_ARMOR_MODEL_LFOREARM; } else if (nPart == ITEM_APPR_ARMOR_MODEL_LHAND) { nPart2 = ITEM_APPR_ARMOR_MODEL_RHAND; } else if (nPart == ITEM_APPR_ARMOR_MODEL_RHAND) { nPart2 = ITEM_APPR_ARMOR_MODEL_LHAND; } else if (nPart == ITEM_APPR_ARMOR_MODEL_LSHIN) { nPart2 = ITEM_APPR_ARMOR_MODEL_RSHIN; } else if (nPart == ITEM_APPR_ARMOR_MODEL_RSHIN) { nPart2 = ITEM_APPR_ARMOR_MODEL_LSHIN; } else if (nPart == ITEM_APPR_ARMOR_MODEL_LSHOULDER) { nPart2 = ITEM_APPR_ARMOR_MODEL_RSHOULDER; } else if (nPart == ITEM_APPR_ARMOR_MODEL_RSHOULDER) { nPart2 = ITEM_APPR_ARMOR_MODEL_LSHOULDER; } else if (nPart == ITEM_APPR_ARMOR_MODEL_LTHIGH) { nPart2 = ITEM_APPR_ARMOR_MODEL_RTHIGH; } else if (nPart == ITEM_APPR_ARMOR_MODEL_RTHIGH) { nPart2 = ITEM_APPR_ARMOR_MODEL_LTHIGH; } else { FloatingTextStringOnCreature("Invalid appearance piece to copy.", oPC, FALSE); return; } SetLocalInt(oPC, "ZEP_CR_CHANGED", TRUE); nCurrApp = GetItemAppearance(oItem, ITEM_APPR_TYPE_ARMOR_MODEL, nPart); object oBackup = CopyItem(oItem, ZEP_GetZEPWorkContainer(OBJECT_SELF), TRUE); SetLocalObject(oPC, "ZEP_CR_BACKUP", oBackup); DestroyObject(oItem); oNew = CopyItemAndModify(oItem, ITEM_APPR_TYPE_ARMOR_MODEL, nPart2, nCurrApp, TRUE); SetLocalObject(oPC, "ZEP_CR_ITEM", oNew); nSlot = INVENTORY_SLOT_CHEST; AssignCommand(oPC, ClearAllActions(TRUE)); AssignCommand(oPC, ActionEquipItem(oNew, nSlot)); }