//Script Name: ammo_maker
//////////////////////////////////////////
// Created By: Genisys (Guile)
// Created On: 4/19/09
/////////////////////////////////////////
/*
  This tagbased item script is for an item
  with a Unique Power, which will allow the
  PC to create a 2 duplications of any stacksize
  of ammunition at X% of it's original cost!
  (Set X Below..)
*/
////////////////////////////////////////
//Required Include!
#include "x2_inc_switches"
#include "prc_inc_spells"


/////////////////////////////////////////////////////////////////////////

//PROTOTYPE
int GetTrueValue(object oItem)
{
 int i = 0;
 //Get the state of the item before altering
 int c = GetItemCursedFlag(oItem);
 int n = GetIdentified(oItem);
 int p = GetPlotFlag(oItem);

if(c==TRUE)
{ SetItemCursedFlag(oItem, FALSE);}

if(n==FALSE)
{ SetIdentified(oItem, TRUE); }

if(p==TRUE)
{ SetPlotFlag(oItem, FALSE); }

 i = GetGoldPieceValue(oItem);

 SetItemCursedFlag(oItem, c);
 SetIdentified(oItem, n);
 SetPlotFlag(oItem, n);

 return i;
}

//PROTOTYPE
void FlagCopies(object oPC)
{
 object oItem = GetFirstItemInInventory(oPC);
 string sP;
 while(GetIsObjectValid(oItem))
 {
  sP = GetTag(oItem);
  if(sP=="REPLICATED")
  {
   SetPlotFlag(oItem, TRUE);
   SetItemCursedFlag(oItem, TRUE);
  }

  oItem = GetNextItemInInventory(oPC);
 }

}

//Main Script
void main()
{

    //All Major Variables Declared (Do not define them here!)

    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 nType;
int nCost;
int nPlot;
int nID;
int nCursed;
int nGP;
int a, b, c;
location lPC;

////////////////////////////////////////////////////////////////////////////////////////////////
  //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!
   nType = GetBaseItemType(oTarget);
   lPC = GetLocation(oPC);
   nGP = GetGold(oPC);
   b = 0; //initialize!

    //If the user is targeting ammunition!
   if(nType == BASE_ITEM_ARROW || nType == BASE_ITEM_BOLT ||
      nType == BASE_ITEM_BULLET || nType == BASE_ITEM_DART ||
      nType == BASE_ITEM_SHURIKEN || nType == BASE_ITEM_THROWINGAXE)
   {
     //Get the identified cost of the item!
     a = GetTrueValue(oTarget);

     if(a==0)
      b=100;
     else if(a>=100)
      b = a/80; //80% of it's original value!
     else
      b= 100;

     if(nGP>=b)
     {

      TakeGoldFromCreature(b, oPC, TRUE);

      sMsg = IntToString(b) + " - Gold was used in the crafting of this ammunition!";
      FloatingTextStringOnCreature(sMsg, oPC, FALSE);

      //Create 2 copies of the ammunition...
      CopyObject(oTarget, lPC, oPC, "REPLICATED");
      CopyObject(oTarget, lPC, oPC, "REPLICATED");

      DelayCommand(0.5, FlagCopies(oPC));
     }
     else
     {
      sMsg = "You do not have enough gold to make more ammunition!";
      FloatingTextStringOnCreature(sMsg, oPC, FALSE);
      return;
     }
   }

   else
   {
     sMsg = "You must target ammunition only!";
     FloatingTextStringOnCreature(sMsg, oPC, FALSE);
     return;
   }

  }
       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);
}