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
/* 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. */
if( paf->bit >= 0 && paf->bit < MAX_AFFECTED_BY )
set_aflag( paf->bit );
if( ch->has_actflag( ACT_PET ) && !ch->is_affected( gsn_charm_person ) && ch->master )
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!