#include "prc_x2_itemprop"
#include "x3_inc_skin"
#include "prc_inc_skin"

void main()
{
    object oPC=OBJECT_SELF;
    itemproperty iProp;
    //object oSkin=GetItemInSlot(INVENTORY_SLOT_CARMOUR,oPC);
	object oSkin = GetPCSkin(oPC);
    SetSkinInt(oPC,"bSetSkeletonProperties",TRUE);
    SetLocalInt(oPC,"bUndead",TRUE);
	
	effect eUndead = EffectBonusFeat(FEAT_UNDEAD);		
	eUndead = UnyieldingEffect(eUndead);	
	eUndead = TagEffect(eUndead, "EFFECT_SKELETON");
	ApplyEffectToObject(DURATION_TYPE_PERMANENT, eUndead, oPC, 0.0f);
		
    // set properties
    iProp=ItemPropertyDamageImmunity(IP_CONST_DAMAGETYPE_PIERCING,IP_CONST_DAMAGEIMMUNITY_50_PERCENT);
    IPSafeAddItemProperty(oSkin,iProp);
    iProp=ItemPropertyDamageImmunity(IP_CONST_DAMAGETYPE_SLASHING,IP_CONST_DAMAGEIMMUNITY_50_PERCENT);
    IPSafeAddItemProperty(oSkin,iProp);
    iProp=ItemPropertyDamageVulnerability(IP_CONST_DAMAGETYPE_POSITIVE,IP_CONST_DAMAGEVULNERABILITY_100_PERCENT);
    IPSafeAddItemProperty(oSkin,iProp);
    iProp=ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_CRITICAL_HITS);
    IPSafeAddItemProperty(oSkin,iProp);
    iProp=ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_DEATH_MAGIC);
    IPSafeAddItemProperty(oSkin,iProp);
    iProp=ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_DISEASE);
    IPSafeAddItemProperty(oSkin,iProp);
    iProp=ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_LEVEL_ABIL_DRAIN);
    IPSafeAddItemProperty(oSkin,iProp);
    iProp=ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_MINDSPELLS);
    IPSafeAddItemProperty(oSkin,iProp);
    iProp=ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_PARALYSIS);
    IPSafeAddItemProperty(oSkin,iProp);
    iProp=ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_POISON);
    IPSafeAddItemProperty(oSkin,iProp);
    iProp=ItemPropertyImmunityMisc(IP_CONST_IMMUNITYMISC_BACKSTAB);
    IPSafeAddItemProperty(oSkin,iProp);
    SendMessageToPC(oPC,"Skeleton Properties have been applied to your character.");
}