"It's too bad I don't release any of my code to the public."

Give and you shall receive.

> -----Original Message-----
> From: Matt Foltz [mailto:[EMAIL PROTECTED] 
> Sent: Tuesday, December 03, 2002 7:11 PM
> To: [email protected]
> Subject: Re: weapon affects
> 
> 
> I just did this in my mud.  It's too bad I don't
> release any of my code to the public.  What you'll
> have to do is create a new affect_modify and have
> equip_char and unequip_char point to that instead of
> the old affect_modify.  Don't point anything else to
> it, just equip and unequip.  If you do, you'll have
> tons of problems with spells giving you permanent
> affects.  So copy and paste affect_modify, add in a
> argument for OBJ_DATA of the object you're
> equipping/removing.  Example: void affect_modify(
> blah, blah, OBJ_DATA *obj, blah )... etc.  Then in the
> switch for paf->where make another switch for
> paf->bitvector and start making checks for each
> AFF_flag.
> Example:
> case AFF_SANCTUARY:
>    < code copied from magic.c for sanctuary >
> case AFF_BLIND:
>    < code copied from magic.c for blindness >
> (Be sure to change any "level" pointers to
> "obj->level", and the duration to -1, and any "victim"
> to "ch" as they are all undeclared here)
> 
> Then in the !fAdd part just do the opposite:
> case AFF_SANCTUARY:
>    affect_strip( ch, skill_lookup( "sanctuary" ) );
> 
> Sorry if this is sloppy or complete rambling... I
> don't do much posting :P
> -Matt Foltz
> 
> --- thash jarnei <[EMAIL PROTECTED]> wrote:
> > Anyone know if a snippet (not to recreate the wheel)
> > that will lets say you have a helmet of santuary,
> > when worn it will put a sanctuary (spell) around you
> > perm until you take it off?
> > 
> > TJ
> > 
> > 
> >
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