+----------------------------------------------------------------------+ | 128 Bitvectors for CircleMUD 3.0 bpl 12 | +----------------------------------------------------------------------+ Original Code by Niese-Petersen Patch by Tony Robbins +----------------------------------------------------------------------+ 128 Bitvectors are a way of making it so that you can exceed the normal limitation of 32 AFF, PRF, PLR, etc, flags in CircleMUD. It is sugges- ted that you take a look at: http://cspo.queensu.ca/~fletcher/Circle/Snippet/128bits.txt [Editor's Note: That is 'democracy.queensu.ca' now.] This document is the original 128 Bitvector code. :STANDARD DISCLAIMER: The code might very well destroy your MUD, turn you into a frog, and blow up your server. The frog part is doubtful. Anything that happens to your computer and code while you're using this code is your own problem, and I will not take responsibility for it. +----------------------------------------------------------------------+ PROBLEMS: +----------------------------------------------------------------------+ 128 Bitvectors are saved into the MOB, OBJ, and WLD files. This means that your rooms, mobiles, and objects won't work with the new code. The fix? http://cspo.queensu.ca/~fletcher/Circle/Snippet/128conv2.txt This gives you perl scripts to convert your files... The only problem is that the mob converter didn't work properly. +----------------------------------------------------------------------+ QUICK INFO: +----------------------------------------------------------------------+ if a standard line in your mfiles is: then your new set up should be ^first 32 ^2nd 32 ^3rd.... The document by Niese Petersen should contain more information. +----------------------------------------------------------------------+ (BTW, a li'l line in your credits for Niese Petersen and me for the stuff would sure be nice... :))