//:://///////////////////////////////////////////// //:: TAILOR: removal: arms //:: onconv mil_tailor //::////////////////////////////////////////////// /* */ //::////////////////////////////////////////////// //:: Created By: bloodsong //-- cobbled from milambus' tailor stuff //::////////////////////////////////////////////// void main() { object oItem = GetItemInSlot(INVENTORY_SLOT_CHEST, OBJECT_SELF); int iSourceValue = 0; object oCurrent, oNew; object oSource = GetItemInSlot(INVENTORY_SLOT_CHEST, OBJECT_SELF); //-- step zero: create a duplicate to start modifying. oNew = CopyItem(oSource, OBJECT_SELF); // Right Bicep oCurrent = oNew; oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_LBICEP, iSourceValue, TRUE); DestroyObject(oCurrent); // Right Forearm oCurrent = oNew; oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_LFOREARM, iSourceValue, TRUE); DestroyObject(oCurrent); // Right Hand oCurrent = oNew; oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_LHAND, iSourceValue, TRUE); DestroyObject(oCurrent); // Right Shoulder oCurrent = oNew; oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_LSHOULDER, iSourceValue, TRUE); DestroyObject(oCurrent); // LEFT Bicep oCurrent = oNew; oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_RBICEP, iSourceValue, TRUE); DestroyObject(oCurrent); // LEFT Forearm oCurrent = oNew; oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_RFOREARM, iSourceValue, TRUE); DestroyObject(oCurrent); // LEFT Hand oCurrent = oNew; oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_RHAND, iSourceValue, TRUE); DestroyObject(oCurrent); // LEFT Shoulder oCurrent = oNew; oNew = CopyItemAndModify(oCurrent, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_RSHOULDER, iSourceValue, TRUE); DestroyObject(oCurrent); //-- step last: destroy the original clothing, and put on the new DestroyObject(oSource); AssignCommand(OBJECT_SELF, ActionEquipItem(oNew, INVENTORY_SLOT_CHEST)); }