save.c:
Object saving:
for (paf = obj->affected; paf != NULL; paf = paf->next)
{
if (paf->type < 0 || paf->type >= MAX_SKILL)
continue;
fprintf (fp, "Affc '%s' %3d %3d %3d %3d %3d %10d\n",
skill_table[paf->type].name,
paf->where,
paf->level,
paf->duration, paf->modifier, paf->location, paf->bitvector);
}
->type = 0 it is. Thanks Jason.
----- Original Message -----
From: "Jason Gauthier" <[EMAIL PROTECTED]>
To: "'Jeremy Hill'" <[EMAIL PROTECTED]>; <[email protected]>
Sent: Monday, July 29, 2002 10:09 PM
Subject: RE: Affects: paf->type, specifically
> Looks good to me. aff->type is usually the sn of the spell.
> So if there is no spell, use whatever your mud would use (0 or -1)
>
>
> -----Original Message-----
> From: Jeremy Hill [mailto:[EMAIL PROTECTED]
> Sent: Monday, July 29, 2002 11:05 PM
> To: [email protected]
> Subject: Affects: paf->type, specifically
>
>
> Okay, my head is screwed on backwards today.
>
> Affects:
> struct affect_data
> {
> AFFECT_DATA * next;
> bool valid;
> sh_int where;
> sh_int type;
> sh_int level;
> sh_int duration;
> sh_int location;
> sh_int modifier;
> int bitvector;
> };
>
> When applying an affect to an object without a spell, say, hitroll +10,
> My question is this. Just for clarification,
>
> What would aff->where be?
> What would aff->location be?
> What would aff->type be?
>
> I *think* it's
> aff->where = TO_OBJECT;
> aff->location = APPLY_HITROLL;
> aff->type = (Not sure, I usually put 0 or -1.)
>
> I get these three very, very confused. Mostly aff->type.
>
> Thank you.
>
>
>
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