Stock affect_modify sets the bit.  What I've done is
to create an actual permanent spell affect (with
duration of -1) whenever you equip the object, and to
remove it whenever you take it off.  Same goes for the
immune/res/vuln flags, it tells you when you wear the
object when something happens.  You don't have to
guess, or code in a line that tells you your imm_flags
or aff_flags, because they don't show up as spell
effects.
-Matt Foltz

--- Jeremy Hill <[EMAIL PROTECTED]> wrote:
> *blink* isn't this slightly overkill?
> 
> Stock OLC:
> 
> Name:        [helmet sanctuary]
> Area:        [   26] Limbo
> Vnum:        [    6]
> Type:        [trash]
> Level:       [    0]
> Wear flags:  [take head]
> Extra flags: [none]
> Material:    [unknown]
> Condition:   [  100]
> Weight:      [    0]
> Cost:        [    0]
> Short desc:  helmet of Sanctuary
> Long desc:
>      The all-mighty helmet of sanctuary is here,
> radiating whitely-goodness.
> >addapply affects none 0 sanctuary
> 
> 0000hp 10000m 100mv> stat helmet
> Name(s): helmet sanctuary
> Vnum: 6  Format: new  Type: trash  Resets: 0
> Short description: helmet of Sanctuary
> Long description: The all-mighty helmet of sanctuary
> is here, radiating whitely-goodness.
> Wear bits: take head
> Extra bits: none
> Number: 1/1  Weight: 0/0/0 (10th pounds)
> Level: 0  Cost: 0  Condition: 0  Timer: 0
> In room: 0  In object: (none)  Carried by:
> Evangelion  Wear_loc: -1
> Values: 0 0 0 0 0
> Affects none by 0, level 0.
> Adds sanctuary affect.
> 
> Non-OLC, stock:
> 
> #6
> helmet sanctuary~
> helmet of Sanctuary~
> The all-mighty helmet of sanctuary is here,
> radiating whitely-goodness.~
> unknown~
> trash 0 AE
> 0 0 0 0 0
> 0 0 0 P
> F
> A 0 0 8
> 
> 
> (I have bitsystem.  Would normally be: ..#define
> AFF_SANCTUARY     (H).. so
> F
> A 0 0 H
> 
> unequip_char and equip_char already remove/add
> object-cast spell affects, so why add more
> code?
> 
> *shrug*
> 
> ----- Original Message -----
> From: "Matt Foltz" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Tuesday, December 03, 2002 6:10 PM
> 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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