Initial commit
Initial commit.
This commit is contained in:
284
_module/nss/use_altar_good.nss
Normal file
284
_module/nss/use_altar_good.nss
Normal file
@@ -0,0 +1,284 @@
|
||||
void main()
|
||||
{
|
||||
|
||||
|
||||
|
||||
object oPC = GetLastUsedBy();
|
||||
int iUsed = GetLocalInt(oPC,"usealtargood");
|
||||
|
||||
if (!GetIsPC(oPC)) return;
|
||||
|
||||
AssignCommand(oPC, ClearAllActions());
|
||||
|
||||
AssignCommand(oPC, ActionPlayAnimation(ANIMATION_LOOPING_WORSHIP, 1.0f, 12.0f));
|
||||
|
||||
object oTarget;
|
||||
oTarget = oPC;
|
||||
int iRandom = d20(1);
|
||||
|
||||
if (iUsed == 1)
|
||||
{
|
||||
FloatingTextStringOnCreature("This divine vessel does nothing for you.",oPC);
|
||||
return;
|
||||
}
|
||||
|
||||
switch(iRandom)
|
||||
{
|
||||
case 1:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectAbilityIncrease(ABILITY_CHARISMA, d6(1));
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("You feel more sure of yourself, and more personally powerful.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
case 2:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectAbilityIncrease(ABILITY_STRENGTH, d6(1));
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("The power of good is harnessed in your muscles.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
case 3:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectAbilityIncrease(ABILITY_DEXTERITY, d6(1));
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("You feel, somehow, swifter and more agile.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
case 4:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectAbilityIncrease(ABILITY_CONSTITUTION, d6(1));
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("Your mortality is diminished and you feel very healthy.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
case 5:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectAbilityIncrease(ABILITY_INTELLIGENCE, d6(1));
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("You feel as though you have become far more intellectual.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
case 6:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectAbilityIncrease(ABILITY_WISDOM, d6(1));
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("You feel as though you are more enlightened.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
case 7:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectAttackIncrease(d6(1),ATTACK_BONUS_MISC);
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("You feel more aggressive, and your prowess has apparently increased.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
case 8:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectConcealment(20,MISS_CHANCE_TYPE_NORMAL);
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("You feel somewhat ghostly, almost ethereal.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
case 9:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_FIRE,25);
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("You feel as though you are more resistant to heat.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
case 10:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_COLD,25);
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("You feel as though you are more resistant to cold.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
case 11:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_NEGATIVE,25);
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("Your body feels as though it is protected from negative energies.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
case 12:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_ACID,25);
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("You have been blessed with divine acid resistance.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
case 13:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_ELECTRICAL,25);
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("You feel as if your body is electrified divinely.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
case 14:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectACIncrease(d6(1));
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("You feel as if you have an aura of protection about you.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
case 15:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectHaste();
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("The power of good quickens your every step.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
case 16:
|
||||
{
|
||||
int iLevel = GetHitDice(oPC);
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
GiveXPToCreature(oPC,1500 * iLevel);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("You have been made more powerful by divine purpose.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
}
|
||||
case 17:
|
||||
{
|
||||
int iLevel = GetHitDice(oPC);
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
GiveXPToCreature(oPC,1000 * iLevel);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("You have been made more powerful by divine purpose.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
}
|
||||
case 18:
|
||||
{
|
||||
int iLevel = GetHitDice(oPC);
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
GiveGoldToCreature(oPC,250 * iLevel);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("Gold has been spontaneously created upon your person.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
}
|
||||
case 19:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectSavingThrowIncrease(SAVING_THROW_ALL,d6(1),SAVING_THROW_TYPE_ALL);
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("You feel an aura of divine protection surrounding you.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
case 20:
|
||||
{
|
||||
effect eEffect;
|
||||
effect eShow = EffectVisualEffect(VFX_FNF_STRIKE_HOLY,FALSE);
|
||||
ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC);
|
||||
eEffect = EffectMovementSpeedIncrease(25);
|
||||
eEffect = SupernaturalEffect(eEffect);
|
||||
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget);
|
||||
SetLocalInt(oPC,"usealtargood",1);
|
||||
FloatingTextStringOnCreature("You feel more fleet-footed and unhindered.",oPC);
|
||||
AdjustAlignment(oPC,ALIGNMENT_GOOD,25);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
Reference in New Issue
Block a user