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This is a discussion on "Adding Affects" in the Top Mud Sites MUD Builders and Areas forum : First, a quick question.. In ROM, when you want to add affects the syntex is : addapp type <numder> addaff none 0 <spell> (for a spell to not show on Ident) addaff none 1 <spell> (for spell to show in Ident) Are these correct? What am I missing, for vuln and such? Also, adding these affects to objs, what do you think is good. What do you think is to much? Anyone have a base balance they go by, whether it be per level, or just per area, or per obj? Any thoughts on this ... |
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#1 |
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New Member
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First, a quick question.. In ROM, when you want to add affects the syntex is :
addapp type <numder> addaff none 0 <spell> (for a spell to not show on Ident) addaff none 1 <spell> (for spell to show in Ident) Are these correct? What am I missing, for vuln and such? Also, adding these affects to objs, what do you think is good. What do you think is to much? Anyone have a base balance they go by, whether it be per level, or just per area, or per obj? Any thoughts on this would be fantastic! - Haley |
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#2 |
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Member
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I am fairly sure on this...
the addaff command in stock ROM is broken. you have to fix it to work. else, modify the items with OLC and load them, but that makes all items the same instead of individual ones different. |
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#3 |
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New Member
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the addaff command works, I was just making sure I was using the right codes.
I wanted to know how what people thought was too much extra ads to eq and objs, and what was good or not enough. |
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