#include "spawner"
#include "prc_x2_itemprop"
void Arm(object oItem, int oSoak)
{

itemproperty ipAdd;
switch (oSoak)
{
case 1: oSoak = 10; break;
case 2: oSoak = 11; break;
case 3: oSoak = 12; break;
case 4: oSoak = 13; break;
case 5: oSoak = 14; break;
}
ipAdd = ItemPropertyACBonus(oSoak);
IPSafeAddItemProperty(oItem, ipAdd);

}


void ArmourBonus (int oMulti)
{
object oTarget;
object oItem;
object oPC = GetLastUsedBy();
int oDamage;
SetLocked(OBJECT_SELF, TRUE);
oItem = GetFirstItemInInventory(OBJECT_SELF);
 while(GetIsObjectValid(oItem))
 {
 if (GetTag(oItem)=="pearl")
 {DestroyObject(oItem);}
 oItem = GetNextItemInInventory(OBJECT_SELF);
 }
PCEffect(0.0,VFX_FNF_SUMMON_MONSTER_2, OBJECT_SELF);
PCEffect(1.0,VFX_DUR_ELEMENTAL_SHIELD, OBJECT_SELF);
PCEffect(1.5,VFX_IMP_AC_BONUS , OBJECT_SELF);
PCEffect(2.0,VFX_IMP_HARM, OBJECT_SELF);
if (oMulti==3) {
                PCEffect(2.8,VFX_DUR_PROT_EPIC_ARMOR_2, OBJECT_SELF);
                Message(3.0, "** Fully Upgraded **", oPC);
                }
DelayCommand(1.0, Arm(GetFirstItemInInventory(OBJECT_SELF), oMulti));
DelayCommand(3.0, SetLocked(OBJECT_SELF, FALSE));
}


//void main (){}