//::///////////////////////////////////////////////
//:: Epic Mage Armor
//:: X2_S2_EpMageArm
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
    Gives the target +20 AC Bonus to Deflection,
    Armor Enchantment, Natural Armor and Dodge.
*/
//:://////////////////////////////////////////////
//:: Created By: Andrew Nobbs
//:: Created On: Feb 07, 2003
//:://////////////////////////////////////////////

/*
    Altered by Boneshank, for purposes of the Epic Spellcasting project.
*/

#include "prc_alterations"
#include "inc_epicspells"

void main()
{
    DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
    SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_CONJURATION);

    if (!X2PreSpellCastCode())
    {
        DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
        return;
    }
    if (GetCanCastSpell(OBJECT_SELF, SPELL_EPIC_EP_M_AR))
    {
        object oTarget = PRCGetSpellTargetObject();
        int nDuration = GetTotalCastingLevel(OBJECT_SELF);
        effect eVis = EffectVisualEffect(495);
        effect eAC;
        //Fire cast spell at event for the specified target
        SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), FALSE));

        //Set the four unique armor bonuses
        eAC = EffectACIncrease(20, AC_ARMOUR_ENCHANTMENT_BONUS);
        effect eDur = EffectVisualEffect(VFX_DUR_SANCTUARY);

        PRCRemoveEffectsFromSpell(oTarget, GetSpellId());

        // * Brent, Nov 24, making extraodinary so cannot be dispelled
        eAC = ExtraordinaryEffect(eAC);

        //Apply the armor bonuses and the VFX impact
        SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eAC, oTarget, HoursToSeconds(nDuration), TRUE, -1, GetTotalCastingLevel(OBJECT_SELF));
        SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget,1.0, TRUE, -1, GetTotalCastingLevel(OBJECT_SELF));
    }
    DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
}