int GetNextTorsoIndex( object oItem) { int iIndex = GetItemAppearance( oItem, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_TORSO); iIndex++; if( iIndex == 0) { iIndex = 1; return iIndex; } else if( iIndex == 2) { iIndex = 3; return iIndex; } else if( iIndex == 4) { iIndex = 5; return iIndex; } else if( iIndex == 10) { iIndex = 12; return iIndex; } else if( iIndex == 13) { iIndex = 19; return iIndex; } else if( iIndex == 20) { iIndex = 39; return iIndex; } else if( iIndex == 40) { iIndex = 50; return iIndex; } else if( iIndex == 51) { iIndex = 110; return iIndex; } else if( iIndex == 112) { iIndex = 150; return iIndex; } else if( iIndex == 160) { iIndex = 163; return iIndex; } else if( iIndex == 164) { iIndex = 166; return iIndex; } else if( iIndex == 167) { iIndex = 168; return iIndex; } else if( iIndex > 175 ) { iIndex = 1; return iIndex; } //***************************************************************************** else if( iIndex == 21) { iIndex = 28; return iIndex; } else if( iIndex == 29) { iIndex = 40; return iIndex; } else if( iIndex == 41) { iIndex = 20; return iIndex; } //***************************************************************************** else if( iIndex == 11) { iIndex = 13; return iIndex; } else if( iIndex == 14) { iIndex = 16; return iIndex; } else if( iIndex == 17) { iIndex = 27; return iIndex; } else if( iIndex == 28) { iIndex = 41; return iIndex; } else if( iIndex == 43) { iIndex = 49; return iIndex; } else if( iIndex == 50) { iIndex = 10; return iIndex; } //***************************************************************************** else if( iIndex == 23) { iIndex = 29; return iIndex; } else if( iIndex == 30) { iIndex = 43; return iIndex; } else if( iIndex == 45) { iIndex = 22; return iIndex; } //***************************************************************************** else if( iIndex == 5) { iIndex = 15; return iIndex; } else if( iIndex == 16) { iIndex = 18; return iIndex; } else if( iIndex == 19) { iIndex = 34; return iIndex; } else if( iIndex == 37) { iIndex = 38; return iIndex; } else if( iIndex == 39) { iIndex = 4; return iIndex; } //***************************************************************************** else if( iIndex == 27) { iIndex = 31; return iIndex; } else if( iIndex == 33) { iIndex = 24; return iIndex; } //***************************************************************************** else if( iIndex == 12) { iIndex = 17; return iIndex; } else if( iIndex == 18) { iIndex = 30; return iIndex; } else if( iIndex == 31) { iIndex = 45; return iIndex; } else if( iIndex == 46) { iIndex = 48; return iIndex; } else if( iIndex == 49) { iIndex = 11; return iIndex; } //***************************************************************************** else if( iIndex == 34) { iIndex = 46; return iIndex; } else if( iIndex == 48) { iIndex = 51; return iIndex; } else if( iIndex == 53) { iIndex = 33; return iIndex; } else if( iIndex == 15) { iIndex = 21; return iIndex; } //***************************************************************************** else if( iIndex == 22) { iIndex = 23; return iIndex; } else if( iIndex == 24) { iIndex = 37; return iIndex; } else if( iIndex == 38) { iIndex = 53; return iIndex; } else if( iIndex == 54) { iIndex = 14; return iIndex; } return iIndex; } void main() { object oPlayer = GetPCSpeaker(); int iSlot = GetLocalInt( OBJECT_SELF, "iSlot"); object oItem = GetItemInSlot( iSlot, oPlayer); int iIndex = GetItemAppearance( oItem, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_TORSO); if( GetIsDM( oPlayer)) SendMessageToPC( oPlayer, "The index before is: " + IntToString( iIndex)); iIndex = GetNextTorsoIndex( oItem); if( GetIsDM( oPlayer)) SendMessageToPC( oPlayer, "The index after is: " + IntToString( iIndex)); object oNewItem = CopyItemAndModify( oItem, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_TORSO, iIndex, TRUE); if( GetIsObjectValid( oNewItem)) { AssignCommand( oPlayer, ActionEquipItem( oNewItem, iSlot)); DestroyObject( oItem); } else DestroyObject( oNewItem); }