void main() { object oPC = GetLastUsedBy(); int iUsed = GetLocalInt(oPC,"usealtarevil"); 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_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityIncrease(ABILITY_CHARISMA, d6(1)); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("You feel as though your countenance is intensely more evil and potent.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 2: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityIncrease(ABILITY_STRENGTH, d6(1)); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("Evil strength flows through your viens.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 3: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityIncrease(ABILITY_DEXTERITY, d6(1)); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("You feel, somehow, swifter and more agile. More evil as well.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 4: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityIncrease(ABILITY_CONSTITUTION, d6(1)); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("You feel less mortal, but somewhat more evil.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 5: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityIncrease(ABILITY_INTELLIGENCE, d6(1)); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("You feel as though you have become far more diabollically clever.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 6: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityIncrease(ABILITY_WISDOM, d6(1)); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("You feel as though you are more enlightened, in a sinister way.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 7: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityDecrease(ABILITY_CHARISMA, d6(1)); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("Your face has been scarred and mangled by the evil powers of this divine vessel.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 8: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityDecrease(ABILITY_WISDOM, d6(1)); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("Your thoughts are clouded with feelings of lust and greed.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 9: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityDecrease(ABILITY_INTELLIGENCE, d6(1)); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("It is hard for you to think, as now, you hear the screams of the tormented in your head.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 10: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityDecrease(ABILITY_CONSTITUTION, d6(1)); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("This evil divine vessel has sapped the life from you.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 11: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityDecrease(ABILITY_DEXTERITY, d6(1)); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("Your body has been slowed and broken by negative energy.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 12: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectAbilityDecrease(ABILITY_STRENGTH, d6(1)); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("You feel as though your blood is boiling, it makes you feel more frail.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 13: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectACIncrease(d6(1)); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("The evil power of this divine vessel has bolstered your defenses.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 14: { effect eEffect; eEffect = EffectACDecrease(d6(1)); effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("You feel more vulnerable, and less attuned to danger.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 15: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectHaste(); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("Evil power quickens your every step.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 16: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectDeath(TRUE); ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("The evil power surging through you has proved to be too much.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 17: { effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); int iLevel = GetHitDice(oPC); GiveXPToCreature(oPC,1000 * iLevel); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("You have been made more powerful by evil energies.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); } case 18: { effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); int iLevel = GetHitDice(oPC); GiveGoldToCreature(oPC,250 * iLevel); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("Gold has been spontaneously created upon your person.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); } case 19: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectNegativeLevel(d6(1)); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eEffect, oTarget); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("The life energy has been sapped from you for evil purposes.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } case 20: { effect eEffect; effect eShow = EffectVisualEffect(VFX_FNF_PWSTUN,FALSE); ApplyEffectToObject(DURATION_TYPE_INSTANT,eShow,oPC); eEffect = EffectFrightened(); eEffect = SupernaturalEffect(eEffect); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eEffect, oTarget,24.0f); SetLocalInt(oPC,"usealtarevil",1); FloatingTextStringOnCreature("A feeling of dread and fear overwhelms you.",oPC); AdjustAlignment(oPC,ALIGNMENT_EVIL,25); break; } } }