Login
User Name:

Password:



Register
Forgot your password?
Vote for Us!
parse description bug
Dec 15, 2017, 10:08 pm
By Remcon
Couple bugs
Dec 12, 2017, 5:42 pm
By Remcon
Bug in disarm( )
Nov 12, 2017, 6:54 pm
By GatewaySysop
Bug in will_fall( )
Oct 23, 2017, 1:35 am
By GatewaySysop
Bug in do_zap( ), do_brandish( )
Oct 18, 2017, 1:52 pm
By GatewaySysop
LOP 1.45
Author: Remcon
Submitted by: Remcon
LOP Heroes Edition
Author: Vladaar
Submitted by: Vladaar
Heroes sound extras
Author: Vladaar
Submitted by: Vladaar
6Dragons 4.3
Author: Vladaar
Submitted by: Vladaar
Memwatch
Author: Johan Lindh
Submitted by: Vladaar
Users Online
CommonCrawl, Yahoo!, Bing

Members: 0
Guests: 7
Stats
Files
Topics
Posts
Members
Newest Member
477
3,706
19,240
608
LAntorcha
Today's Birthdays
There are no member birthdays today.
Related Links
» SmaugMuds.org » Codebases » LoP Codebase » IS_AFFECTED bug [ LOP ]
Forum Rules | Mark all | Recent Posts

IS_AFFECTED bug [ LOP ]
< Newer Topic :: Older Topic >

Pages:<< prev 1 next >>
Post is unread #1 Oct 23, 2016, 10:46 am
Go to the top of the page
Go to the bottom of the page

Vladaar
Fledgling
GroupMembers
Posts4
JoinedNov 24, 2016

I am messing around with LOP codebase and noticed...

when I added a new skill to LOP in skills.c

This skill checked with IS_AFFECTED to see if the affect was there.

It didn't recognize the affect.

I worked around this using if is_affected( ch, gsn_sn )

       
Post is unread #2 Oct 25, 2016, 3:36 am
Go to the top of the page
Go to the bottom of the page

Vladaar
Fledgling
GroupMembers
Posts4
JoinedNov 24, 2016

Disregard this report, I found I had a missing comma in my const.h affects that was confusing what affects a player had.
       
Pages:<< prev 1 next >>