Ok well depends if you want to make them ALWAYS affected by flying and not
show them that they are. Then you could just do SET_BIT(ch->affected_by,
AFF_FLYING); And be done with it, but if you want it to show up on the
affects list then you would need to setup and affect
af.where = TO_AFFECTS;
af.sn = sn;
af.level = level;
af.duration = -1; // This makes it last for ever
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_FLYING;
All depends on how you want them to know their affected by it.
----- Original Message -----
From: "George Whiteside" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, January 21, 2004 9:30 PM
Subject: Affect bits, modifiers, all that jazz.
> Hey list. There's a flying spell in ROM that I want to make into a skill
> instead, so a player can just "fly" indefinately on a whim. My question is
> this: If the skill won't affect stats or have a limited duration, is there
> any reason I should set all the extra AF vectors? The only thing flying is
> going to affect directly is combat and stamina loss, which can be taken
care
> of by simply checking the AFF_FLYING bit. Basically I'm just concerned
that
> if I don't, the code'll puke somewhere I didn't expect it to if it doesn't
> find the effect info or something. I don't think it will. Just playing it
> safe and checking with you guys first. :)
>
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