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; } } }