Added "removed" folder
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_removed/x0_s0_clight.nss
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80
_removed/x0_s0_clight.nss
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//::///////////////////////////////////////////////
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//:: Continual Flame
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//:: x0_s0_clight.nss
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//:: Copyright (c) 2002 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Permanent Light spell
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XP2
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If cast on an item, item will get permanently
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get the property "light".
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Previously existing permanent light properties
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will be removed!
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Brent Knowles
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//:: Created On: July 18, 2002
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//:://////////////////////////////////////////////
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//:: VFX Pass By:
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//:: Added XP2 cast on item code: Georg Z, 2003-06-05
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//:://////////////////////////////////////////////
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/*
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Patch 1.71
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- any item that this spell is cast at is now marked as stolen to disable the cast/sell exploit
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- spell can dispell the shadowblend effect
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*/
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#include "70_inc_spells"
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#include "x0_i0_spells"
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#include "x2_inc_spellhook"
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void main()
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{
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// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run
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// this spell.
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if (!X2PreSpellCastCode())
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{
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return;
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}
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int nDuration;
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int nMetaMagic;
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spellsDeclareMajorVariables();
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// Handle spell cast on item....
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if (GetObjectType(spell.Target) == OBJECT_TYPE_ITEM && ! CIGetIsCraftFeatBaseItem(spell.Target))
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{
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// Do not allow casting on not equippable items
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if (!IPGetIsItemEquipable(spell.Target))
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{
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// Item must be equipable...
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FloatingTextStrRefOnCreature(83326,spell.Caster);
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return;
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}
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itemproperty ip = ItemPropertyLight (IP_CONST_LIGHTBRIGHTNESS_BRIGHT, IP_CONST_LIGHTCOLOR_WHITE);
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IPSafeAddItemProperty(spell.Target, ip, 0.0,X2_IP_ADDPROP_POLICY_REPLACE_EXISTING,TRUE,TRUE);
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//casting this spell on every crap and then sell it is very well known exploit
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//SetStolenFlag(spell.Target, TRUE);//sets item to be stolen, thus harder to sell //no need anymore - the value of light item property has been set to zero
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}
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else
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{
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if(GetHasSpellEffect(757, spell.Target))
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{
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//Continual light effectively dispells shadowblend effect
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RemoveEffectsFromSpell(spell.Target, 757);
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}
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//Declare major variables
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effect eVis = EffectVisualEffect(VFX_DUR_LIGHT_WHITE_20);
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effect eDur = EffectVisualEffect(VFX_DUR_CESSATE_POSITIVE);
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effect eLink = SupernaturalEffect(EffectLinkEffects(eVis, eDur));
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//Fire cast spell at event for the specified target
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SignalEvent(spell.Target, EventSpellCastAt(spell.Caster, spell.Id, FALSE));
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//Apply the VFX impact and effects
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ApplyEffectToObject(DURATION_TYPE_PERMANENT, eLink, spell.Target);
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}
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}
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