Here is a problem that I am noticing when I add on new AFF flags. I'm putting in some flags for giving protection versus fire, water, earth, and air. So I went into structs.h and put them in like so...
Code:
[code]/* Affect bits: used in char_data.char_specials.saved.affected_by */
/* WARNING: In the world files, NEVER set the bits marked "R" ("Reserved") */
#define AFF_DONTUSE 0 /**< DON'T USE! */
#define AFF_BLIND 1 /**< (R) Char is blind */
#define AFF_INVISIBLE 2 /**< Char is invisible */
#define AFF_DETECT_ALIGN 3 /**< Char is sensitive to align */
#define AFF_DETECT_INVIS 4 /**< Char can see invis chars */
#define AFF_DETECT_MAGIC 5 /**< Char is sensitive to magic */
#define AFF_SENSE_LIFE 6 /**< Char can sense hidden life */
#define AFF_WATERWALK 7 /**< Char can walk on water */
#define AFF_SANCTUARY 8 /**< Char protected by sanct */
#define AFF_GROUP 9 /**< (R) Char is grouped */
#define AFF_CURSE 10 /**< Char is cursed */
#define AFF_INFRAVISION 11 /**< Char can see in dark */
#define AFF_POISON 12 /**< (R) Char is poisoned */
#define AFF_PROTECT_EVIL 13 /**< Char protected from evil */
#define AFF_PROTECT_GOOD 14 /**< Char protected from good */
#define AFF_SLEEP 15 /**< (R) Char magically asleep */
#define AFF_NOTRACK 16 /**< Char can't be tracked */
#define AFF_FLYING 17 /**< Char is flying */
#define AFF_SCUBA 18 /**< Room for future expansion */
#define AFF_SNEAK 19 /**< Char can move quietly */
#define AFF_HIDE 20 /**< Char is hidden */
#define AFF_FREE 21 /**< Room for future expansion */
#define AFF_CHARM 22 /**< Char is charmed */
#define AFF_WATER_PROT 23 /**< Protection from Cold & Water */
#define AFF_FIRE_PROT 24 /**< Protection from Fire */
#define AFF_EARTH_PROT 25 /**< Protection from Earth */
#define AFF_AIR_PROT 26 /**< Protection from Air and Lightning */
/** Total number of affect flags not including the don't use flag. */
#define NUM_AFF_FLAGS 27
[/code]
Now I found a way to use AFF_FIRE_PROT, having made a spell for that already. That works fine. However, let's say I want to add it onto a mob that is normally protected from fire. Here is what I see when going into the affects menu under medit.
Code:
1) BLIND 8) SANCT 15) SLEEP 22) CHARM
2) INVIS 9) GROUP 16) NO_TRACK 23)
3) DET-ALIGN 10) CURSE 17) FLY 24) Playing
4) DET-INVIS 11) INFRA 18) SCUBA 25) Disconnecting
5) DET-MAGIC 12) POISON 19) SNEAK 26) Get name
6) SENSE-LIFE 13) PROT-EVIL 20) HIDE 27) Confirm name
7) WATWALK 14) PROT-GOOD 21) UNUSED
Current flags : INFRA
Enter aff flags (0 to quit) :
Same kind of thing if I'm in oedit and want to put that on an object.
Code:
1) BLIND 2) INVIS
3) DET-ALIGN 4) DET-INVIS
5) DET-MAGIC 6) SENSE-LIFE
7) WATWALK 8) SANCT
9) GROUP 10) CURSE
11) INFRA 12) POISON
13) PROT-EVIL 14) PROT-GOOD
15) SLEEP 16) NO_TRACK
17) FLY 18) SCUBA
19) SNEAK 20) HIDE
21) UNUSED 22) CHARM
23)
24) Playing
25) Disconnecting 26) Get name
Object permanent flags: NOBITS
Enter object perm flag (0 to quit) :
I'm sure that there is just something that I haven't done. Any idea what the problem might be?