Author Topic: Continual Flame (spell absurd)  (Read 1027 times)

Legacy_WhiteTiger

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Continual Flame (spell absurd)
« on: January 20, 2015, 04:05:14 am »


               
Added in expansion packs, the spell continual flame creates a magical flame that burns as bright as a torch until dispelled. It can be cast on any item that can be equipped to create a permanent source of light.

 

This spell increases the price of an item as it adds a permanent item property. This can be exploited for gold, by casting continual flame on every item that will be sold to a merchant. Many servers disallow this exploit, especially when the item in question was bought solely for the purpose of enchanting then selling at a profit.

 

How do you prevent exploiting?


               
               

               
            

Legacy_WhiteTiger

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Continual Flame (spell absurd)
« Reply #1 on: January 20, 2015, 04:10:22 am »


               

My installed patch says (x0_s0_clight):


 


/*

Patch 1.71

 

- any item that this spell is cast at is now marked as stolen to disable the cast/sell exploit

- spell can dispell the shadowblend effect

*/

 

Unfortunatelly I have blackmarkets buying stolen itens =(

I recently saw a player in my server with 10 bags each bag containing 35 daggers enchanted by Continual Flame. What should I do scripters?


               
               

               
            

Legacy_WhiteTiger

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Continual Flame (spell absurd)
« Reply #2 on: January 20, 2015, 04:32:30 am »


               

What's that in x0_s0_clight?

 



void DecreaseItemCost(int nCost)
{
    itemproperty ip = ItemPropertyItemCostParameter(1,2);
    if(GetIsItemPropertyValid(ip))
    {
        while(GetGoldPieceValue(spell.Target)-nCost >= 500)
        {
            AddItemProperty(DURATION_TYPE_PERMANENT,ip,spell.Target);
        }
    }
}


               
               

               
            

Legacy_ShadowM

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Continual Flame (spell absurd)
« Reply #3 on: January 20, 2015, 04:44:10 am »


               Or you could just make the light item property worth 0 in the 2da like I did in my base
               
               

               
            

Legacy_WhiteTiger

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Continual Flame (spell absurd)
« Reply #4 on: January 20, 2015, 05:20:37 am »


               

Great idea! Could you give me the name of the 2da I should edit and the line?



               
               

               
            

Legacy_ShadowM

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Continual Flame (spell absurd)
« Reply #5 on: January 20, 2015, 05:38:04 am »


               

iprp_lightcost.2da


There might be another one, been so long since I did it. Test that one out and let me know how it goes.



               
               

               
            

Legacy_Shadooow

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Continual Flame (spell absurd)
« Reply #6 on: January 20, 2015, 10:08:36 am »


               

In 1.70/1.71 this spell put stolen flag on item, even if you have black market, those are usually not profitable.


 


In 1.72 on a player reaction who didn't like the stolen flag, the spell was changed to lower cost after adding light itemproperty and any item you cast this on should end up with lower cost than before actually...



               
               

               
            

Legacy_Pstemarie

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Continual Flame (spell absurd)
« Reply #7 on: January 20, 2015, 12:10:15 pm »


               

I use the same fix as ShadowM. Just remember, you'll have to manually adjust the cost of torches and other items that cast light. Depending upon the number of items you've created with the light property, this "fix" might be more of a headache than its worth. For me it wasn't a big deal as in my module I only have three items that were impacted - torches, lanterns, and everburning torches (aka sunrods) - and needed their value manually adjusted.



               
               

               
            

Legacy_The Amethyst Dragon

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Continual Flame (spell absurd)
« Reply #8 on: January 20, 2015, 02:19:48 pm »


               

I altered the continual flame spell in my PW to apply the light property for 1 week (instead of permanently). It's easy enough for a spellcaster to throw on the spell every once in a while, and temporary item properties do not alter an item's gold piece value.



               
               

               
            

Legacy_WhiZard

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Continual Flame (spell absurd)
« Reply #9 on: January 20, 2015, 04:51:38 pm »


               

Does that really do anything to distinguish continual flame from light?  Light lasts 1 hour per caster level which should be enough for the gap in between rests with just a few caster levels behind it.  With temporary item properties being removed every rest, there is no difference between those that last a day, a week, or  a month.



               
               

               
            

Legacy_Cursed Eclipse

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Continual Flame (spell absurd)
« Reply #10 on: January 24, 2015, 05:57:45 am »


               Is anyone able to alter this spell to make it useful in pvp?
               
               

               
            

Legacy_Terrorble

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Continual Flame (spell absurd)
« Reply #11 on: January 25, 2015, 02:42:52 am »


               


I altered the continual flame spell in my PW to apply the light property for 1 week (instead of permanently). It's easy enough for a spellcaster to throw on the spell every once in a while, and temporary item properties do not alter an item's gold piece value.




Cool, I changed it to a temporary duration previously, but put off deciding how I would fix its item cost increase.  Guess that took care of it and I didn't know it.


 


 


 




Is anyone able to alter this spell to make it useful in pvp?




I did.  If the spell target is an item or PC they light up for the duration.  If it is the ground, then it reveals any creatures in stealth in the area of effect and gives them a hide penalty for a few rounds.  I'd have to look, but I think the area of effect, penalty and duration grow with casting levels.


               
               

               
            

Legacy_Cursed Eclipse

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Continual Flame (spell absurd)
« Reply #12 on: January 25, 2015, 03:11:01 am »


               


I did If the spell target is an item or PC they light up for the duration. If it is the ground, then it reveals any creatures in stealth in the area of effect and gives them a hide penalty for a few rounds.  I'd have to look, but I think the area of effect, penalty and duration grow with casting levels.

Sound really cool.

In this way even a cleric that does not have many point in spot / listening,has any chance of countering  cser.


I do not know if I am able to accomplish something like that ...in the past i tried to change the spell "color spray" in a way that if the creature in stealth mode was hit by the beam, the stealth mode will disable.

But I got poor results.




I made many changes in my module in order to make useful all spells and all feat for the pvp, but some changes are beyond my abilities.
               
               

               
            

Legacy_Knight_Shield

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Continual Flame (spell absurd)
« Reply #13 on: February 15, 2015, 01:45:14 pm »


               

I would say if your worried about them selling the item ,couldn't you remove effect on enter of shop?


               
               

               
            

Legacy_WhiZard

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Continual Flame (spell absurd)
« Reply #14 on: February 15, 2015, 09:53:38 pm »


               

That will not work to well as shopping means the player will have to recast the spell.  The intent behind permanent duration was so that the spell only needed to be cast once and then change the spellbook (or known spells later) without need of a recast.  There are two solutions which I think do well.


 


1) Mark the item as stolen.  This is merely an inconvenience for characters which forces their profitable use of the spell to be limited to cheap weapons, making it take much longer to stock up a fortune.


 


2) Remove the item value increase for light properties.  If all light properties cost zero, then there is no change in price to abuse.