At 10:02 AM 7/8/96 -0500, you wrote: > >I have added the weapon spell patch and it works great, however >I am wondering if anyone has added a feature that allows items >to have spells such as invisibility... So, if a player was to >wield/wear this item, they would be invisible, and stay invisible >during combat. (that last part not necessairly a big concern). > >Thanks in advance! > >Chuck > > 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; } if (!IS_SET(obj->obj_flags.extra_flags, ITEM_INVISIBLE) ) { act("$p turns invisible.", FALSE, ch, obj, 0, TO_CHAR); act("$p turns invisible.", TRUE, ch, obj, 0, TO_ROOM); SET_BIT(obj->obj_flags.extra_flags, ITEM_INVISIBLE); } } else { /* Then it is a PC | NPC */ if (!affected_by_spell(victim, SPELL_IMPRO_INVIS)) { act("$n slowly fades out of existence.", TRUE, victim, 0, 0, TO_ROOM); send_to_char("You vanish.\n\r", victim); af.type = SPELL_IMPRO_INVIS; af.duration = 24; af.modifier = -40; af.location = APPLY_AC; af.bitvector = AFF_INVISIBLE; affect_to_char(victim, &af); } } } Now make that the spell on the weapon for invis, the check only checks for the SPELL_INVISIBILITY, and the spell is SPELL_IMPROVED_INVISIBILITY so therefore it will not check it and you will stay invis :) Malcor
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