No idea where to put the check though. As an extra parameter to the TIMED_INC effect probably.
Old code:
Code:
if (!player_resists(context->player, ELEM_DARK))
{
int amount = effect_calculate_value(context, FALSE);
player_inc_timed(context->player, TMD_BLIND, amount, TRUE, TRUE);
}
wieldeds_notice_element(context->player, ELEM_DARK);
Another little change: the DARKNESS effect was a radius-3 ball doing 10 damage, so the DARKEN_AREA effect should have p2=3 and a dice:10 line.

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