Bit list questions (FKBIT.LST)

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Caius
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Bit list questions (FKBIT.LST)

Post by Caius » Thu Aug 07, 2003 8:29 pm

I'm using the bit list for an area ceation program I am writting. I think I'll have more questions about the file as I go.

Can someone explain this part of the affect flag section?
  • ...
    AFF_BERSERK 1073741824
    AFF_WATER_BREATHING 2147483648
    AFF_SILENCED 1
    AFF_COMPREHEND 2
    ...
After water breathing the numbers start over so there are two affect flags that are 1 (blind and silenced). Is there a way to tell the difference between the two?
Dalvyn
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Post by Dalvyn » Thu Aug 07, 2003 9:28 pm

The numbers to the right are only the internal representation for all those flags in the mud. You can safely ignore them if you are trying to write an area file editor. It's also possible that the version of FKBIT.LST you have does not have the same numbers as those used by the mud.
Tyr
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Post by Tyr » Thu Aug 07, 2003 9:40 pm

He probably will need to know this since he should be loading the area objects into their classes.

There are two affect fields. The first 32 are listed and then the ones that start over go in the second field.

A builder does not need to know this but since you cannot load more than 32 flags into a 32 bit int, we have a second field for extra flags.
Caius
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Post by Caius » Thu Aug 07, 2003 10:03 pm

So I guess I will assume all area files will use
  • AFF_BLIND|AFF_CLAIRVOYANCE
instead of
  • 1 + 16777216 = 16777217
I thought about supporting this since I know I've written an area where I added up the bits for exit flags :D

Oh yeah, I downloaded the bit list on the area checker page, so it's the most current I can get my hands on.
Tyr
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Post by Tyr » Fri Aug 08, 2003 1:32 am

Actually I just realized, that second batch of AFF bits will NOT work on mobs in area files so do not put them in your areas.
Caius
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Post by Caius » Sun Aug 10, 2003 5:59 pm

ITEM_QUALITY is obsolete, correct? We're using just QUALITY now?
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