> I just like to add some remarks to the recent postings on boat type items. > In the case of a boat (item to cross WATER_NOSWIM) it makes sense, IMHO, > to wear it (e.g. some kind of waterwalking boots) or to just have it in > the eq list (a raft or something). I've thought about this, and I agree that as a previous poster said, the best way is simply to make boots which give you the AFF_WATERWALK affect when you wear them. I was perfectly happy with that until I remembered that objects do not have AFF_ bits. :) This brings up another interesting issue of whether or not there should in fact be some way to allow objects to set AFF bits. I think there should, and the way will probably be to add a new APPLY field, called APPLY_AFF, whose value is a bitvector of AFF_ bits. The above will take some thought to implement, however, and I don't want to do it now at, 4AM, the day before I plan to release pl8. (It will probably be necessary to create a 'dummy spell' with infinite duration which has the obj's apply bits and is removed when the obj is removed.) So, for now, the boat policy will be as follows: -- All items that allow you to walk on water must be of type BOAT. -- Such items will work in two cases: 1- If they item does *not* have an ITEM_WEAR_xx bit, and it is in your inventory. 2- You are wearing the item. This should work correctly, i.e. if you're carrying a boat it'll work, and if you create wearable boots they'll work if you're wearing them but not if you're just holding them. > In addition, the AFF_WATERWALK doesn't work in 3.0bpl7; you may fix it like: > > /* aff waterwalk ? */ > if (!has_boat) { > if (IS_AFFECTED(ch, AFF_WATERWALK)) > has_boat = TRUE; > } Yes, identical code (except maybe for the comment at the top) was added about a week ago. Jeremy
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