#include "spawner"
#include "prc_x2_itemprop"
void Mighty(object oItem)
{
int oDamage;
itemproperty ipAdd;
oDamage = IPGetWeaponEnhancementBonus(oItem,
          ITEM_PROPERTY_MIGHTY);
++oDamage;
if (oDamage==21){oDamage=20;}
ipAdd = ItemPropertyMaxRangeStrengthMod(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)=="coin1")
 {DestroyObject(oItem);}
 oItem = GetNextItemInInventory(OBJECT_SELF);
 }
CastPC(0.0,SPELL_SHAPECHANGE, OBJECT_SELF);
PCEffect(1.0,VFX_DUR_ELEMENTAL_SHIELD, OBJECT_SELF);
PCEffect(1.5,VFX_FNF_ELECTRIC_EXPLOSION, OBJECT_SELF);
PCEffect(2.0,VFX_IMP_HARM, OBJECT_SELF);
DelayCommand(1.0, Mighty(GetFirstItemInInventory(OBJECT_SELF)));
DelayCommand(3.0, SetLocked(OBJECT_SELF, FALSE));
}