//Script Name: godlipot
//////////////////////////////////////////
// Created By: Genisys (Guile)
// Created On: 8/13/08
//
// (TABASED ITEM SCRIPT TEMPLATE)
/////////////////////////////////////////
/*
  This potion temporarially bestows the
  PC or DM with God Like Powers, they are
  invincible and can kill any creature
  rather quickly!

*/
////////////////////////////////////////
#include "x2_inc_switches"
#include "prc_inc_spells"

//Main Script
void main()
{

    //All Major Variables Declared (Commonly used variables as well)

    int nEvent = GetUserDefinedItemEventNumber();  //Which event triggered this
    object oPC;                                   //The player character using the item
    object oItem;                                //The item being used
    object oSpellOrigin;                        //The origin of the spell
    object oSpellTarget;                       //The target of the spell
    int iSpell;                               //The Spell ID number
    object oTarget;     //Define oTarget below
    object oObject;     //Define oObject below
    int nInt;           //A commonly used intergal (Must be defined)
    int nLvl;           //Commonly used intergal for levels  (ie. GetHitDice(oTarget); etc.)
    string sTag;        //Used to define a tagname of something
    string sResref;     //Used to define a resref name of something
    string sMsg;        //Used to define a message
    effect eEffect;     //Used to define an effect to be applied to an object or location
    effect eVis;        //Used to define a visual effect to be applied to an object or location
    location lTarget;   //The Target Location of the PC ONLY! (USE - Getlocation(oPC);)
    location lway;      //The Target location for the Activated Item's Target only! (See below)
    effect eGod;
    effect eVis2;
    int nDmg;

////////////////////////////////////////////////////////////////////////////////////////////////
  //Set the return value for the item event script
  // * X2_EXECUTE_SCRIPT_CONTINUE - continue calling script after executed script is done
  // * X2_EXECUTE_SCRIPT_END - end calling script after executed script is done
  int nResult = X2_EXECUTE_SCRIPT_END;
///////////////////////////////////////////////////////////////////////////////////////////////

    //Deterimine which event has fired for the item...
    switch (nEvent)
    {

////////////////////////////////////////////////////////////////////////////
///////The Item has the property:  On-Hit Cast Spell: Unique Power/////////

      case X2_ITEM_EVENT_ONHITCAST:
       // * This code runs when the item has the 'OnHitCastSpell: Unique power' property
       // * and it hits a target(if it is a weapon) or is being hit (if it is a piece of armor)
       // * Note that this event fires for non PC creatures as well.

       oItem  =  PRCGetSpellCastItem();      // The item triggering this spellscript
       oPC = OBJECT_SELF;                 // The player triggering it
       oSpellOrigin = OBJECT_SELF ;      // Where the spell came from
       oSpellTarget = PRCGetSpellTargetObject(); // What the spell is aimed at

       //Your code goes here

       break;

///////////////////////////////////////////////////////////////////////////
/////////////Cast Spell: Unique Power /or/ Activate Item//////////////////

  //I seperated this cause it's more commonly used..
  case X2_ITEM_EVENT_ACTIVATE:
  {
  // * This code runs when the Unique Power property of the item is used
  // * or the item is activated. Note that this event fires for PCs only.

   oPC   = GetItemActivator();        // The player who activated the item
   oItem = GetItemActivated();         // The item that was activated
   oTarget = GetItemActivatedTarget();   //The target of the item's power
   lway = GetItemActivatedTargetLocation(); //To get the location of the target!
   nLvl = GetHitDice(oPC);

   //Determine how many bonus attacks / round they get..
   if(nLvl<=10)
   {
    nInt = 4;
   }
   else if(nLvl>=11 && nLvl <=20)
   {
    nInt = 3;
   }
   else
   {
    nInt = 2;
   }
   //If it's a monk adjust the attacks down by 1..
   if(GetLevelByClass(CLASS_TYPE_MONK,oPC)>=10)
   { nInt -=1; }

   //Make it show that they are under the effects of godliness..
   eVis = EffectVisualEffect(VFX_DUR_GHOSTLY_PULSE, FALSE);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oPC, 300.0f);
   eVis = EffectVisualEffect(VFX_DUR_IOUNSTONE_YELLOW, FALSE);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oPC, 300.0f);
   eVis = EffectVisualEffect(VFX_DUR_MAGIC_RESISTANCE, FALSE);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oPC, 300.0f);

   //AB Bonus
   eGod = EffectAttackIncrease(10, ATTACK_BONUS_MISC);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);

   //Make them invisible (They cannot be seen or dispelled!)
   eGod = EffectInvisibility(INVISIBILITY_TYPE_IMPROVED);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);

   //Bonus Attacks   (Based Upon Level)
   eGod = EffectModifyAttacks(nInt);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);

   //AC Bonus
   eGod = EffectACIncrease(20, AC_DODGE_BONUS, AC_VS_DAMAGE_TYPE_ALL);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectACIncrease(20, AC_NATURAL_BONUS, AC_VS_DAMAGE_TYPE_ALL);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectACIncrease(20, AC_DEFLECTION_BONUS, AC_VS_DAMAGE_TYPE_ALL);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);

   //Damage Increase
   eGod = EffectDamageIncrease(DAMAGE_BONUS_2d12, DAMAGE_TYPE_MAGICAL);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectDamageIncrease(DAMAGE_BONUS_2d12, DAMAGE_TYPE_DIVINE);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectDamageIncrease(DAMAGE_BONUS_2d12, DAMAGE_TYPE_POSITIVE);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectDamageIncrease(DAMAGE_BONUS_2d12, DAMAGE_TYPE_SONIC);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);

   //Resistance
   eGod = EffectDamageResistance(DAMAGE_TYPE_ACID, 50, 0); //No Limit!
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectDamageResistance(DAMAGE_TYPE_BLUDGEONING, 50, 0); //No Limit!
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectDamageResistance(DAMAGE_TYPE_COLD, 50, 0); //No Limit!
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectDamageResistance(DAMAGE_TYPE_DIVINE, 50, 0); //No Limit!
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectDamageResistance(DAMAGE_TYPE_ELECTRICAL, 50, 0); //No Limit!
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectDamageResistance(DAMAGE_TYPE_FIRE, 50, 0); //No Limit!
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectDamageResistance(DAMAGE_TYPE_MAGICAL, 50, 0); //No Limit!
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectDamageResistance(DAMAGE_TYPE_NEGATIVE, 50, 0); //No Limit!
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectDamageResistance(DAMAGE_TYPE_PIERCING, 50, 0); //No Limit!
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectDamageResistance(DAMAGE_TYPE_POSITIVE, 50, 0); //No Limit!
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectDamageResistance(DAMAGE_TYPE_SLASHING, 50, 0); //No Limit!
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectDamageResistance(DAMAGE_TYPE_SONIC, 50, 0); //No Limit!
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);


   //Damage Reduction
   eGod = EffectDamageReduction(50, DAMAGE_POWER_PLUS_TWENTY, 0);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);

   //Massive Regeneration!
   eGod = EffectRegenerate(80, 3.0);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);

   //Massive Concealment
   eGod = EffectConcealment(80, MISS_CHANCE_TYPE_NORMAL);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);

   //Pretty much immune to magic!
   eGod = EffectSpellResistanceIncrease(77);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);

   //Give them a lot of hit points (temp)
   eGod = EffectTemporaryHitpoints(888);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);

   //Haste
   eGod = EffectHaste();
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);

   //True Seeing..
   eGod = EffectTrueSeeing();
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);

   //Immunity to Misc.
   eGod = EffectImmunity(IMMUNITY_TYPE_CRITICAL_HIT);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectImmunity(IMMUNITY_TYPE_DEATH);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectImmunity(IMMUNITY_TYPE_KNOCKDOWN);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectImmunity(IMMUNITY_TYPE_MIND_SPELLS);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectImmunity(IMMUNITY_TYPE_MOVEMENT_SPEED_DECREASE);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectImmunity(IMMUNITY_TYPE_NEGATIVE_LEVEL);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectImmunity(IMMUNITY_TYPE_PARALYSIS);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectImmunity(IMMUNITY_TYPE_DISEASE);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectImmunity(IMMUNITY_TYPE_FEAR);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectImmunity(IMMUNITY_TYPE_POISON);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectImmunity(IMMUNITY_TYPE_SLOW);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectImmunity(IMMUNITY_TYPE_SAVING_THROW_DECREASE);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectImmunity(IMMUNITY_TYPE_ATTACK_DECREASE);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectImmunity(IMMUNITY_TYPE_AC_DECREASE);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod, oPC, 300.0f);
   eGod = EffectImmunity(IMMUNITY_TYPE_ABILITY_DECREASE);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod,  oPC, 300.0f);
   eGod = EffectImmunity(IMMUNITY_TYPE_BLINDNESS);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod,  oPC, 300.0f);
   eGod = EffectImmunity(IMMUNITY_TYPE_DEAFNESS);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod,  oPC, 300.0f);

   //+10 to all saves..
   eGod = EffectSavingThrowIncrease(SAVING_THROW_ALL, 10, SAVING_THROW_TYPE_ALL);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod,  oPC, 300.0f);

   //Powerful Damage Shield! 82 - 92 dmg per hit!
   eGod = EffectDamageShield(80, DAMAGE_BONUS_2d12,DAMAGE_TYPE_DIVINE);
   ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eGod,  oPC, 300.0f);

   }    break;

///////////////////////////////////////////////////////////////////////////
///////////When the User Equips this item////////////////////////////////

      case X2_ITEM_EVENT_EQUIP:
      // * This code runs when the item is equipped
      // * Note that this event fires for PCs only

      oPC = GetPCItemLastEquippedBy(); // The player who equipped the item
      oItem = GetPCItemLastEquipped(); // The item that was equipped

      //Your code goes here

      break;

////////////////////////////////////////////////////////////////////////////
/////////////When the User Unequips this item//////////////////////////////

     case X2_ITEM_EVENT_UNEQUIP:
     // * This code runs when the item is unequipped
     // * Note that this event fires for PCs only

     oPC    = GetPCItemLastUnequippedBy();// The player who unequipped the item
     oItem  = GetPCItemLastUnequipped(); // The item that was unequipped

     //Your code goes here

     break;

////////////////////////////////////////////////////////////////////////////
////////////Everytime ANYONE Acquires this item////////////////////////////

     case X2_ITEM_EVENT_ACQUIRE:
     // * This code runs when the item is acquired
     // * Note that this event fires for PCs only

     oPC = GetModuleItemAcquiredBy();  // The player who acquired the item
     oItem  = GetModuleItemAcquired(); // The item that was acquired

     //Your code goes here

     break;

////////////////////////////////////////////////////////////////////////////
//////////Everytime ANYONE Loses this item/////////////////////////////////

    case X2_ITEM_EVENT_UNACQUIRE:
    // * This code runs when the item is unacquired
    // * Note that this event fires for PCs only

    oPC = GetModuleItemLostBy();  // The player who dropped the item
    oItem  = GetModuleItemLost(); // The item that was dropped

    //Your code goes here

    break;

////////////////////////////////////////////////////////////////////////////
/////Everytime ANYONE Cast a spell at this item////////////////////////////

    case X2_ITEM_EVENT_SPELLCAST_AT:
    //* This code runs when a PC or DM casts a spell from one of the
    //* standard spellbooks on the item

    oPC = OBJECT_SELF;              // The player who cast the spell
    oItem  = PRCGetSpellTargetObject();// The item targeted by the spell
    iSpell = GetSpellId();          // The id of the spell that was cast
                                    // See the list of SPELL_* constants

    //Your code goes here

    //Change the following line from X2_EXECUTE_SCRIPT_CONTINUE to
    //X2_EXECUTE_SCRIPT_END if you want to prevent the spell that was
    //cast on the item from taking effect
    nResult = X2_EXECUTE_SCRIPT_CONTINUE;
    break;
    }

    //Pass the return value back to the calling script
    SetExecutedScriptReturnValue(nResult);
}