#include "spawner"
#include "prc_x2_itemprop"

void Skill (object oItem)
{
itemproperty ipAdd;
int oDamage;
int nRandom = d20();

            if (nRandom==1) oDamage = 5;
            if (nRandom==2) oDamage = 5;
            if (nRandom==3) oDamage = 5;
            if (nRandom==4) oDamage = 5;
            if (nRandom==5) oDamage = 7;
            if (nRandom==6) oDamage = 7;
            if (nRandom==7) oDamage = 7;
            if (nRandom==8) oDamage = 9;
            if (nRandom==9) oDamage = 9;
            if (nRandom==10) oDamage = 9;
            if (nRandom==11) oDamage = 11;
            if (nRandom==12) oDamage = 11;
            if (nRandom==13) oDamage = 11;
            if (nRandom==14) oDamage = 13;
            if (nRandom==15) oDamage = 13;
            if (nRandom==16) oDamage = 13;
            if (nRandom==17) oDamage = 15;
            if (nRandom==18) oDamage = 15;
            if (nRandom==19) oDamage = 15;
            if (nRandom==20)
               {
                oDamage = 16;
                PCEffect(3.0,VFX_DUR_PROT_EPIC_ARMOR_2, OBJECT_SELF);
               }

ipAdd = ItemPropertySkillBonus(SKILL_HEAL, oDamage);
IPSafeAddItemProperty(oItem, ipAdd);

}
void main ()
{
object oTarget;
object oItem;

int oDamage;
SetLocked(OBJECT_SELF, TRUE);
oItem = GetFirstItemInInventory(OBJECT_SELF);
 while(GetIsObjectValid(oItem))
 {
 if (GetTag(oItem)=="pearl")
 {DestroyObject(oItem);}
 oItem = GetNextItemInInventory(OBJECT_SELF);
 }
CastPC(0.0,SPELL_SHAPECHANGE, OBJECT_SELF);
PCEffect(1.0,VFX_IMP_DOMINATE_S, OBJECT_SELF);
PCEffect(1.5,VFX_IMP_IMPROVE_ABILITY_SCORE, OBJECT_SELF);
PCEffect(2.0,VFX_FNF_DISPEL_DISJUNCTION, OBJECT_SELF);
DelayCommand(1.0, Skill(GetFirstItemInInventory(OBJECT_SELF)));
DelayCommand(3.0, SetLocked(OBJECT_SELF, FALSE));
}