OBJECT AFFECT FLAGS This code will allow you to add affect flags to objects. At the end of the file, there is also an example object with some affect flags set. In db.c, go to parse_object() look for the switch statement of the additional flags, then insert: [the part between the #defines is the inserted code, the other is vanilla] #ifdef HYPNO /* ** affect player flags (see AFF_XXX flags in structs.h ) ** This allows players flags to be affected by an item, for example ** create a ring which gives the player permanent sense life when worn. ** ** Note: more 'C' fields are allowed because all found 'C' (set char bits) ** fields are added to the current values. (nice for builders who ** don't want those large bitvector numbers in the obj file). */ case 'C': get_line(obj_f, line); sscanf(line, "%d ", t); obj_proto[i].obj_flags.bitvector = obj_proto[i].obj_flags.bitvector | t[0 ]; break; #endif case '$': case '#': top_of_objt = i++; return line; break; default: fprintf(stderr, "Format error in %s\n", buf2); Once this is done, you can now add the flag to your object files. The example below shows how: _________________________________________________________________ #1214 ring wedding~ Piney's wedding ring~ Piney's wedding ring is lying here.~ ~ 9 94664 16391 10 0 0 0 1 0 0 C 2 E ring wedding~ This ring is a masterpiece! the shiny golden blue ring is attached to a platinum cord and has an inscription of silvery symbols. ~ E cord platinum~ The cord looks really strange as if it can grow and shrink. ~ E silvery symbols~ Jade my beloved wife - the day of the Sun, month of the Old Forces, 317. ~