*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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