void main() { object oPC = GetLastUsedBy(); int iUsed = GetLocalInt(oPC,"useobelisk"); 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("The obelisk does nothing for you.",oPC); return; } switch(iRandom) { case 1: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityIncrease(ABILITY_CHARISMA, 1); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("You feel more sure of yourself, and more personally powerful.",oPC); break; } case 2: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityIncrease(ABILITY_STRENGTH,1); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("The power of the obelisk is harnessed in your muscles.",oPC); break; } case 3: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityIncrease(ABILITY_DEXTERITY, 1); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("You feel, somehow, swifter and more agile.",oPC); break; } case 4: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityIncrease(ABILITY_CONSTITUTION, 1); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("Your mortality is diminished and you feel very healthy.",oPC); break; } case 5: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityIncrease(ABILITY_INTELLIGENCE, 1); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("You feel as though you have become far more intellectual.",oPC); break; } case 6: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityIncrease(ABILITY_WISDOM, 1); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("You feel as though you are more enlightened.",oPC); break; } case 7: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAttackIncrease(1,ATTACK_BONUS_MISC); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("You feel more aggressive, and your prowess has apparently increased.",oPC); break; } case 8: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectConcealment(5,MISS_CHANCE_TYPE_NORMAL); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("You feel somewhat ghostly.",oPC); break; } case 9: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_FIRE,10); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("You feel as though you are more resistant to heat.",oPC); break; } case 10: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_COLD,10); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("You feel as though you are more resistant to cold.",oPC); break; } case 11: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_NEGATIVE,10); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("Your body feels as though it is protected from negative energies.",oPC); break; } case 12: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_ACID,10); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("You have been blessed with divine acid resistance.",oPC); break; } case 13: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectDamageImmunityIncrease(DAMAGE_TYPE_ELECTRICAL,10); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("You feel as if your body is electrified by the obelisk.",oPC); break; } case 14: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectACIncrease(1); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("You feel as if you have an aura of protection about you.",oPC); break; } case 15: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectHaste(); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("The power of the obelisk quickens your every step.",oPC); break; } case 16: { int iLevel = GetHitDice(oPC); effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); GiveXPToCreature(oPC,750 * iLevel); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("You have been made more powerful by the obelisk.",oPC); } case 17: { int iLevel = GetHitDice(oPC); effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); GiveXPToCreature(oPC,500 * iLevel); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("You have been made more powerful by the obelisk.",oPC); } case 18: { int iLevel = GetHitDice(oPC); effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); GiveGoldToCreature(oPC,100 * iLevel); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("Gold has been spontaneously created upon your person.",oPC); } case 19: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectSavingThrowIncrease(SAVING_THROW_ALL,1,SAVING_THROW_TYPE_ALL); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("You feel an aura of protection surrounding you.",oPC); break; } case 20: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_DISPEL_GREATER,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectMovementSpeedIncrease(10); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"useobelisk",1); FloatingTextStringOnCreature("You feel more fleet-footed and unhindered.",oPC); break; } } }