//This is the default header for most items converted to the new
//tagbased system.
//Remember to create 2 scripts, one using the template, and name this
//script ac_"tagnameofitemgoeshere"  (without the "")

#include "x2_inc_switches"
void main()
{
    // Check if we have the correct event firing the script
    if (GetUserDefinedItemEventNumber() != X2_ITEM_EVENT_ACTIVATE) return;

//Define Variables

   object oItem=GetItemActivated();
   object oActivator=GetItemActivator();
   object oPlayer = GetItemActivator();
   object target = GetItemActivatedTarget();
   string tag = GetTag(oItem);

//You main script function goes under this line.

        {
           object oPC;

           oPC = GetItemActivatedTarget();

           AssignCommand(oPC, TakeGoldFromCreature(5000, oPC, TRUE));
           DelayCommand(0.1, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectRegenerate(33, 2.0), oActivator, 500.0));
           DelayCommand(0.2, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectConcealment (90), oActivator, 500.0));
           DelayCommand(0.3, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectSpellResistanceIncrease(90), oActivator, 500.0));
           DelayCommand(0.4, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_SPELLTURNING), oActivator, 500.0));
           DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_SANCTUARY), oActivator, 500.0));
           DelayCommand(0.6, ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_PROT_PREMONITION), oActivator, 500.0));

         }

 }