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do_owhere recursive
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» SmaugMuds » Bugfix Lists » AFKMud Bugfix List » [Bug] Affects are mostly igno...
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[Bug] Affects are mostly ignored when set by code
< Newer Topic :: Older Topic > AFKMud 2.01

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Post is unread #1 Oct 14, 2007 12:11 pm   
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Samson
Black Hand
GroupAdministrators
Posts3,685
JoinedJan 1, 2002

 
Bug: Affects are mostly ignored when set by code
Danger: Medium - Rather noticeable when simple things like invisibility fail to apply.
Discovered in: AFKMud 2.01
Found by: SinSeer
Fixed by: Samson

---

character.cpp, affect_modify

Locate:
      /* if( paf->bit >= 0 && paf->bit < MAX_AFFECTED_BY )
         affected_by.set( paf->bit ); -- Restore this if anything weird starts happening. Otherwise remove if found later. */


Change to:
      if( paf->bit >= 0 && paf->bit < MAX_AFFECTED_BY )
         set_aflag( paf->bit );


update.cpp, mobile_update

Locate:
      if( ch->has_actflag( ACT_PET ) && !ch->is_affected( gsn_charm_person ) && ch->master )


Change to:
      if( ch->has_actflag( ACT_PET ) && !ch->has_aflag( AFF_CHARM ) && ch->master )


These two really simple screwups wrecked 90% of magical affects which should have been applied from various sources, along with crippling the entire pet system. Obviously that would be defined as something weird happening. Goes to show you that very subtle mistakes can cause you a whole world of hurt. I'm perhaps more amazed that this condition existed for a very long time on Alsherok and nobody ever noticed it!

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