affect* -------- act_info.c:671: * Show fancy descriptions for certain spell affects -Thoric act_info.c:673:void show_visible_affects_to_char( CHAR_DATA * victim, CHAR_DATA * ch ) act_info.c:842: show_visible_affects_to_char( victim, ch ); act_info.c:981: show_visible_affects_to_char( victim, ch ); act_info.c:1490: * scry spell to benefit from objects that are affected by scry. AFF* ---- act_info.c:273: && !IS_AFFECTED( ch, AFF_TRUESIGHT ) && !IS_AFFECTED( ch, AFF_DETECT_INVIS ) ) act_info.c:279: if( ( IS_AFFECTED( ch, AFF_DETECT_EVIL ) || ch->Class == CLASS_PALADIN ) && IS_OBJ_STAT( obj, ITEM_EVIL ) ) act_info.c:308: if( ( IS_AFFECTED( ch, AFF_DETECT_MAGIC ) || xIS_SET( ch->act, PLR_HOLYLIGHT ) ) && IS_OBJ_STAT( obj, ITEM_MAGIC ) ) act_info.c:320: if( ( IS_AFFECTED( ch, AFF_DETECTTRAPS ) || xIS_SET( ch->act, PLR_HOLYLIGHT ) ) && is_trapped( obj ) ) act_info.c:560: && can_see_obj( ch, obj ) && ( obj->item_type != ITEM_TRAP || IS_AFFECTED( ch, AFF_DETECTTRAPS ) ) ) act_info.c:636: case ITEM_STAFF: act_info.c:684: if( IS_AFFECTED( victim, AFF_SANCTUARY ) ) act_info.c:694: if( IS_AFFECTED( victim, AFF_FIRESHIELD ) ) act_info.c:699: if( IS_AFFECTED( victim, AFF_SHOCKSHIELD ) ) act_info.c:704: if( IS_AFFECTED( victim, AFF_ACIDMIST ) ) act_info.c:710: if( IS_AFFECTED( victim, AFF_ICESHIELD ) ) act_info.c:715: if( IS_AFFECTED( victim, AFF_VENOMSHIELD ) ) act_info.c:720: if( IS_AFFECTED( victim, AFF_CHARM ) ) act_info.c:725: if( !IS_NPC( victim ) && !victim->desc && victim->switched && IS_AFFECTED( victim->switched, AFF_POSSESS ) ) act_info.c:746: else if( !IS_AFFECTED( victim, AFF_POSSESS ) ) act_info.c:750: if( IS_NPC( victim ) && IS_AFFECTED( victim, AFF_POSSESS ) && IS_IMMORTAL( ch ) && victim->desc ) act_info.c:784: if( IS_AFFECTED( victim, AFF_INVISIBLE ) ) act_info.c:786: if( IS_AFFECTED( victim, AFF_HIDE ) ) act_info.c:788: if( IS_AFFECTED( victim, AFF_PASS_DOOR ) ) act_info.c:790: if( IS_AFFECTED( victim, AFF_FAERIE_FIRE ) ) act_info.c:792: if( IS_EVIL( victim ) && ( IS_AFFECTED( ch, AFF_DETECT_EVIL ) || ch->Class == CLASS_PALADIN ) ) act_info.c:799: if( IS_AFFECTED( victim, AFF_BERSERK ) ) act_info.c:912: && !IS_AFFECTED( victim, AFF_AQUA_BREATH ) && !IS_NPC( victim ) ) act_info.c:918: && !IS_AFFECTED( victim, AFF_AQUA_BREATH ) && !IS_NPC( victim ) ) act_info.c:922: else if( IS_AFFECTED( victim, AFF_FLOATING ) || IS_AFFECTED( victim, AFF_FLYING ) ) act_info.c:1099: else if( room_is_dark( ch->in_room ) && IS_AFFECTED( ch, AFF_INFRARED ) && !( !IS_NPC( rch ) && IS_IMMORTAL( rch ) ) ) act_info.c:1113: if( IS_AFFECTED( ch, AFF_TRUESIGHT ) ) act_info.c:1116: if( IS_AFFECTED( ch, AFF_BLIND ) ) act_info.c:1245: && !xIS_SET( ch->act, PLR_HOLYLIGHT ) && !IS_AFFECTED( ch, AFF_TRUESIGHT ) && room_is_dark( ch->in_room ) ) act_info.c:1481: && ( IS_AFFECTED( ch, AFF_SCRYING ) act_info.c:2052: && !IS_AFFECTED( ch, AFF_TRUESIGHT ) && !IS_AFFECTED( ch, AFF_INFRARED ) && room_is_dark( ch->in_room ) ) act_info.c:3423: && !IS_AFFECTED( victim, AFF_HIDE ) act_info.c:3424: && !IS_AFFECTED( victim, AFF_SNEAK ) && can_see( ch, victim ) && is_name( arg, victim->name ) )