int GetNextForeArmIndex( int iIndex) { if( iIndex == 185) //CEP2.2 iIndex = 181; else if( iIndex == 180) iIndex = 175; else if( iIndex == 174) iIndex = 167; else if( iIndex == 166) iIndex = 165; else if( iIndex == 149) iIndex = 128; else if( iIndex == 123) iIndex = 122; else if( iIndex == 119) iIndex = 112; else if( iIndex == 109) iIndex = 63; else if( iIndex == 62) iIndex = 23; else if( iIndex == 2) iIndex = 1; else if( iIndex == 0) iIndex = 186; //Start Over return iIndex; } void main() { //First line of the item customization script 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_LFOREARM); if( GetIsDM( oPlayer)) SendMessageToPC( oPlayer, "The index before is: " + IntToString( iIndex)); iIndex--; iIndex = GetNextForeArmIndex( iIndex); if( GetIsDM( oPlayer)) SendMessageToPC( oPlayer, "The index after is: " + IntToString( iIndex)); object oNewItem = CopyItemAndModify( oItem, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_LFOREARM, iIndex, TRUE); if( GetIsObjectValid( oNewItem)) { AssignCommand( oPlayer, ActionEquipItem( oNewItem, iSlot)); DestroyObject( oItem); } else DestroyObject( oNewItem); }