Re: Weapon Spells

From: ed wrotniewski (tourach@servtech.com)
Date: 07/09/96


> ASPELL(spell_improved_invisibility)
> {
>    struct affected_type af;
> 
>    assert((ch && obj) || victim);
> 
>    if (obj) {
>       if (IS_SET(obj->obj_flags.extra_flags, ITEM_NOINVIS)) {
>          send_to_char("You failed.\n\r", ch);
>          return;                                          
>     }
[code chunk nuked]
>          af.location  = APPLY_AC;                         
>   af.bitvector = AFF_INVISIBLE;
>          affect_to_char(victim, &af);
>       }
>    }
> }                        

You can save a lot of extraineous code by just putting a case statement in
mag_affects and mag_alterobjs, the way the original invis spell does it.

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