//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);
}