The APPLY_x stuff mostly is used to modify numerical values of the char_data (armor points, stats, level, gold, etc). I think the best way to do what you want is just add AFF_x flags to structs.h and increase the number of NUM_AFF_FLAGS in olc.h. When a player wears/holds/wields the object they will be affected, but not affected_by_spell. You can just make sure that your 'dispel' spell doesn't remove affects from anyone that isn't affected_by_spell. Rick -----Original Message----- From: Jeremy Music <wyld@USERS.MIDSOUTH.NET> To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca> Date: Thursday, December 03, 1998 2:29 PM Subject: [CODE] Objects with spells >Wow I didn't realize how hard this could be. I have been on a mud (and >even coded on a mud, should have looked at the source for this feature >then) that had permanent spellaffects on objects. (A ring that gave the >wearer permanent sanctuary, "gills" that gave the wearer waterbreathing, >"wings" that gave the wearer flying... you get the idea). > >I would like to keep this as simple as possible (and I already have innate >racial affects, and an ability to get them back after a dispel) and, best >case scenario, make it accessible through OLC. (like the APPLY code, >possibly even just expanding the APPLY code). > >Is there a way to make APPLY_SANCTUARY, APPLY_FLYING, APPLY_BLESS, etc.? >This would be the absolute best way (for me) of doing this if it is >possible. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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