Now that I have the bitvector part saving, I am having a difficult time
trying to get the object affects to "take affect." I want it so that
when the player wears a piece of equipment that has a permanent affect
on it, the player will have that affection for an unlimited amount of
time until the eq is removed.
I want it to give the player a message (like "You begin to move
faster.") when they put on the eq, but I don't know how exactly to do
that. Do I make it do some sort of spellcast or is there a better way?
Thank you.
>Here's how I would change it for 128-bit:
>
> case 'C':
> get_line(obj_f, line);
> if ((retval = sscanf(line, " %d %d %d %d", t, t + 1, t + 2, t + 3))
>!= 4) {
> log("SYSERR: Format error in 'C' field, %s\n"
> "...expecting 4 arguments, got %d\n"
> "...offending line: '%s'", buf2, retval, line);
> exit(1);
> }
> obj_proto[i].obj_flags.bitvector[0] =
>obj_proto[i].obj_flags.bitvector[0] | t[0];
> obj_proto[i].obj_flags.bitvector[1] =
>obj_proto[i].obj_flags.bitvector[1] | t[1];
> obj_proto[i].obj_flags.bitvector[2] =
>obj_proto[i].obj_flags.bitvector[2] | t[2];
> obj_proto[i].obj_flags.bitvector[3] =
>obj_proto[i].obj_flags.bitvector[3] | t[3];
> break;
>
>So, in your object files, you'd have
>
> #1000
> .
> .
> .
> C
> 2 0 0 0
>
>to add the whatever affection you have defined as 2 to object 1000.
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