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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