Ok, I fixed a lot of my problems, including many affects not returning. The big problems I have now deal with 2 things.
On hotboot (live reboot with no player disconnect), the players HITROLL and DAMROLL go way up if they are affected by any modifiers of these. It's like it's not releasing them before it reloads the character file. The other is that the character is not affected by TO_RESIST or TO_IMMUNE that is set on equipment when they quit on log back on. Only when they remove and re-wear the equipment. Thoughts or ideas?? -Valnir ----- Original Message ----- From: "Richard Lindsey" <[EMAIL PROTECTED]> To: "Valnir" <[EMAIL PROTECTED]>; <[email protected]> Sent: Wednesday, March 03, 2004 9:45 AM Subject: RE: Affects do not re-apply properly. How about you try this and see if it works for you, it's what I use for applying affects, and I think most of stock rom does... instead of an AFFECT_DATA *paf, make it an AFFECT_DATA paf, no pointer, then substitute periods for the ->'s and use the affect_to_char function like so: paf.where = fread_number( fp ); paf.level = fread_number( fp ); paf.duration = fread_number( fp ); paf.modifier = fread_number( fp ); paf.location = fread_number( fp ); paf.bitvector = fread_number( fp ); paf.next = ch->affected; affect_to_char(ch, &af); Richard Lindsey -----Original Message----- From: Valnir [mailto:[EMAIL PROTECTED] Sent: Tuesday, March 02, 2004 7:11 PM To: [email protected] Subject: Re: Affects do not re-apply properly. Yes, that is the line above.. here is code I have: paf->where = fread_number( fp ); paf->level = fread_number( fp ); paf->duration = fread_number( fp ); paf->modifier = fread_number( fp ); paf->location = fread_number( fp ); paf->bitvector = fread_number( fp ); paf->next = ch->affected; ch->affected = paf; affect_modify( ch, paf, TRUE ); /* affect fix */ fMatch = TRUE; break; now that we have the formalities out of the way.. HELP! :) - Valnir

