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|                128 Bitvectors for CircleMUD 3.0 bpl 12               |
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             Original Code by Niese-Petersen <Tenp@cris.com>
               Patch by Tony Robbins <tonyr@nwpaclink.com>
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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.
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PROBLEMS:
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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.
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QUICK INFO:
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if a standard line in your mfiles is:
<bit flags> <aff flags> <align> <E | S>
then your new set up should be
<bit1> <bit2> <bit3> <bit4> <aff1> <aff2> <aff3> <aff4> <align> <E | S>
 ^first 32 ^2nd 32 ^3rd....

The document by Niese Petersen should contain more information.
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(BTW, a li'l line in your credits for Niese Petersen and me for the 
stuff would sure be nice...  :))
