Login
User Name:

Password:



Register
Forgot your password?
Vote for Us!
tintin++ ogg sound player script for linux
Author: Robert Smith
Submitted by: Vladaar
6Dragons ogg Soundpack
Author: Vladaar
Submitted by: Vladaar
6Dragons 4.4
Author: Vladaar
Submitted by: Vladaar
LoP 1.46
Author: Remcon
Submitted by: Remcon
LOP 1.45
Author: Remcon
Submitted by: Remcon
Users Online
CommonCrawl, DotBot, Yandex, Google

Members: 0
Guests: 21
Stats
Files
Topics
Posts
Members
Newest Member
481
3,739
19,386
619
Alexander
Today's Birthdays
There are no member birthdays today.
Related Links
» SmaugMuds.org » Bugfix Lists » SmaugFUSS Bugfix List » [Bug] Disenchant weapon sends...
Forum Rules | Mark all | Recent Posts

[Bug] Disenchant weapon sends incorrect messages when used
< Newer Topic :: Older Topic >

Pages:<< prev 1 next >>
Post is unread #1 Jan 12, 2008, 11:56 am
Go to the top of the page
Go to the bottom of the page

Samson
Black Hand
GroupAdministrators
Posts3,643
JoinedJan 1, 2002

Bug: Disenchant weapon sends incorrect messages when used
Danger: Trivial - Though the messages may be incorrect, the actual affects are removed properly
Found by: Kayle
Fixed by: Kayle

---


magic.c, disenchant_weapon

Locate:
   if( IS_OBJ_STAT( obj, ITEM_ANTI_GOOD ) )
   {
      xREMOVE_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
      act( AT_BLUE, "$p momentarily absorbs all blue light around it.", ch, obj, NULL, TO_CHAR );
   }
   if( IS_OBJ_STAT( obj, ITEM_ANTI_EVIL ) )
   {
      xREMOVE_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
      act( AT_RED, "$p momentarily absorbs all red light around it.", ch, obj, NULL, TO_CHAR );
   }


Change to:
   if( IS_OBJ_STAT( obj, ITEM_ANTI_GOOD ) && IS_OBJ_STAT( obj, ITEM_ANTI_EVIL ) )
   {
      xREMOVE_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
      xREMOVE_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
      act( AT_YELLOW, "$p momentarily absorbs all disquieting light around it.", ch, obj, NULL, TO_CHAR );  
   }
   if( IS_OBJ_STAT( obj, ITEM_ANTI_GOOD ) )
   {
      xREMOVE_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
      act( AT_RED, "$p momentarily absorbs all red light around it.", ch, obj, NULL, TO_CHAR );
   }
   if( IS_OBJ_STAT( obj, ITEM_ANTI_EVIL ) )
   {
      xREMOVE_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
      act( AT_BLUE, "$p momentarily absorbs all blue light around it.", ch, obj, NULL, TO_CHAR );
   }


Basically the red and blue messages were reversed, and one for anit-neutral weapons was missing.
       
Pages:<< prev 1 next >>