#include "x2_inc_itemprop" void SetMagicGlow( object oItem ) { object oPC = OBJECT_SELF; if ( oItem == GetItemInSlot( INVENTORY_SLOT_RIGHTHAND, oPC ) || oItem == GetItemInSlot( INVENTORY_SLOT_LEFTHAND, oPC ) ) { object oOrc = GetNearestCreature( CREATURE_TYPE_IS_ALIVE,CREATURE_TYPE_PERCEPTION, oPC ); if ( GetIsObjectValid( oOrc ) && GetAlignmentGoodEvil(oOrc)==ALIGNMENT_EVIL ) { if ( !GetLocalInt( oItem, "glowing" ) ) { IPSafeAddItemProperty( oItem, ItemPropertyVisualEffect(ITEM_VISUAL_EVIL), 0.0 ); SetLocalInt( oItem, "glowing", 1 ); } } else if ( GetLocalInt( oItem, "glowing" ) ) { IPRemoveMatchingItemProperties( oItem, ITEM_PROPERTY_VISUALEFFECT, DURATION_TYPE_PERMANENT ); DeleteLocalInt( oItem, "glowing" ); } DelayCommand( 7.0, SetMagicGlow( oItem ) ); } } void main() { object oItem = GetPCItemLastEquipped(); object oPC = GetPCItemLastEquippedBy(); AssignCommand( oPC, SetMagicGlow( oItem ) ); }