Hello, I've recently been adding spells and skills, and I've come across something annoying and interesting at the same time: case SPELL_VITALITY: af[0].BitvectorTwo = AFFTWO_VITALITY; af[0].location = APPLY_HIT; af[0].modifier = (GET_HIT(ch) * 3); af[0].duration = (GET_LEVEL(ch) / 2); accum_duration = FALSE; to_vict = "&cBYou feel vitalized!&cn"; break; Now af.modifier is an int, (was shit_int (signed short int)) but I made it and int hoping that it would resolve the issue I'm having (Of course it didn't). I did the same with hit, and max_hit in char_point_data. What its doing is if anything over 110 on the modifier becomes another other then what it is. So if I make the mod 500 and my max_hit are 100, i'll end up with 12 max_hit rather then 600. It's very odd. Everything in handler.c dealing with affects is stock minus adding in various places for new bitvetors for AFFTWO, AFFTHREE etc etc. -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | | Newbie List: http://groups.yahoo.com/group/circle-newbies/ | +---------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 06/25/03 PDT