PoA_PRC8/_module/nss/idcust_prevtorso.nss

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2022-10-07 14:20:31 -04:00
//NOTE: I don't know who originally created this system, however
//Genisys (Guile) modified this on 9/15/08 for 1.69
int GetLastTorsoIndex( object oItem)
{
int iIndex = GetItemAppearance( oItem, ITEM_APPR_TYPE_ARMOR_MODEL, ITEM_APPR_ARMOR_MODEL_TORSO);
iIndex--;
//**********************PLATE INDEX*****************************
if( iIndex == 185)
{
iIndex = 62;
return iIndex;
}
else if( iIndex == 59)
{
iIndex = 57;
return iIndex;
}
else if( iIndex == 56)
{
iIndex = 53;
return iIndex;
}
else if( iIndex == 52)
{
iIndex = 37;
return iIndex;
}
else if( iIndex == 36)
{
iIndex = 23;
return iIndex;
}
else if( iIndex == 22)
{
iIndex = 21;
return iIndex;
}
else if( iIndex == 20)
{
iIndex = 14;
return iIndex;
}
else if( iIndex == 13)
{
iIndex = 51;//Start Half Plate Index
return iIndex;
}
//**************************HALF PLATE INDEX*****************************
else if( iIndex == 50)
{
iIndex = 47;
return iIndex;
}
else if( iIndex == 44)
{
iIndex = 33;
return iIndex;
}
else if( iIndex == 32)
{
iIndex = 30;
return iIndex;
}
else if( iIndex == 29)
{
iIndex = 17;
return iIndex;
}
else if( iIndex == 16)
{
iIndex = 11;
return iIndex;
}
else if( iIndex == 10)
{
iIndex = 32; //Start Breast Plate Indext
return iIndex;
}
//**********************BREAST PLATE INDEX***********************
else if( iIndex == 30)
{
iIndex = 26;
return iIndex;
}
else if( iIndex == 23)
{
iIndex = 63; //Start Chain Index
return iIndex;
}
//**********************CHAIN INDEX****************************
else if( iIndex == 62)
{
iIndex = 59;
return iIndex;
}
else if( iIndex == 58)
{
iIndex = 56;
return iIndex;
}
else if( iIndex == 53)
{
iIndex = 38;
return iIndex;
}
else if( iIndex == 37)
{
iIndex = 36;
return iIndex;
}
else if( iIndex == 33)
{
iIndex = 29;
return iIndex;
}
else if( iIndex == 28)
{
iIndex = 22;
return iIndex;
}
else if( iIndex == 21)
{
iIndex = 18;
return iIndex;
}
else if( iIndex == 17)
{
iIndex = 15;
return iIndex;
}
else if( iIndex == 14)
{
iIndex = 4;
return iIndex;
}
else if( iIndex == 3)
{
iIndex = 49; //Start Leather Index
return iIndex;
}
//***********************LEATHER INDEX***********************
else if( iIndex == 48)
{
iIndex = 42;
return iIndex;
}
else if( iIndex == 40)
{
iIndex = 27;
return iIndex;
}
else if( iIndex == 26)
{
iIndex = 16;
return iIndex;
}
else if( iIndex == 15)
{
iIndex = 13;
return iIndex;
}
else if( iIndex == 12)
{
iIndex = 10;
return iIndex;
}
else if( iIndex == 9)
{
iIndex = 40; //Leather Index..
return iIndex;
}
else if( iIndex == 39)
{
iIndex = 28;
return iIndex;
}
else if( iIndex == 27)
{
iIndex = 20;
return iIndex;
}
else if( iIndex == 19)
{
iIndex = 50; //Start Cloth Index
return iIndex;
}
//**********************CLOTH INDEX*********************************
else if( iIndex == 49)
{
iIndex = 39;
return iIndex;
}
else if( iIndex == 38)
{
iIndex = 19;
return iIndex;
}
else if( iIndex == 18)
{
iIndex = 12;
return iIndex;
}
else if( iIndex == 11)
{
iIndex = 9;
return iIndex;
}
else if( iIndex == 4)
{
iIndex = 3;
return iIndex;
}
else if( iIndex == 2)
{
iIndex = 1;
return iIndex;
}
else if( iIndex == 0)
{
iIndex = 50; //Start the cloth index over again (Don't go back to plate!)
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 = GetLastTorsoIndex( 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);
}