//Script Name: ac_speedcaster
//////////////////////////////////////////
// Created By: Genisys (Guile)
// Created On: 8/12/08
// Modified On: 4/01/09
/////////////////////////////////////////
/*
When the PC activates the Speed Cast Wand,
This script fires the script "exc_speedcast"
on the PC, I did this to keep this code lower.
*/
////////////////////////////////////////
#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)
    int nSpellId;
    int nSpell;
    int i;
    int nGs;

////////////////////////////////////////////////////////////////////////////////////////////////
  //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!

   //Disable use in combat
      if(GetIsInCombat(oPC))
      {
       FloatingTextStringOnCreature("You cannot use this while in combat!", oPC, FALSE);
       return;
      }

      //Speed Cast the Caster...
      ExecuteScript("exc_speedcast", oPC);
  }
       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 = PRCGetSpellId();          // 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);

//Main Script End
}