Manual:Zone Manual/Appendices/Complete magical transfers macros listing

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Complete magical transfers macros listing

This listing of macros was taken from wmacros.h. When building your objects you should check the macros file to make sure you have the most up to date macros.

	#define CHAR_FLAG_TRANSFER(_MFLAGS) \
	flags {UNIT_FL_MAGIC}       \
	affect                            \
	   id ID_TRANSFER_CHARFLAGS       \
	   duration -1                    \
	   data[0] _MFLAGS                \
	   firstf TIF_EYES_TINGLE         \
	   tickf TIF_NONE                 \
	   lastf TIF_EYES_TINGLE          \
	   applyf APF_MOD_CHAR_FLAGS;

	/* skill MUST be one of SKI_XXX, amount in -10 to +10 */
	#define SKILL_TRANSFER(skill, amount) \
	flags {UNIT_FL_MAGIC}        \
	affect                       \
	   id ID_SKILL_TRANSFER      \
	   duration -1               \
	   data[0] skill             \
	   data[1] amount            \
	   firstf  TIF_SKI_INC       \
	   tickf   TIF_NONE          \
	   lastf   TIF_SKI_DEC       \
	   applyf  APF_SKILL_ADJ;

	/* weapon MUST be one of WPN_XXX, amount in -10 to +10 */
	#define WEAPON_TRANSFER(weapon, amount) \
	flags {UNIT_FL_MAGIC}        \
	affect                       \
	   id ID_WEAPON_TRANSFER     \
	   duration -1               \
	   data[0] weapon            \
	   data[1] amount            \
	   firstf  TIF_WPN_INC       \
	   tickf   TIF_NONE          \
	   lastf   TIF_WPN_DEC       \
	   applyf  APF_WEAPON_ADJ;

	/* spell MUST be one of SPL_XXX, amount in -10 to +10 */
	#define SPELL_TRANSFER(spell, amount) \
	flags {UNIT_FL_MAGIC}        \
	affect                       \
	   id ID_SPELL_TRANSFER      \
	   duration -1               /* Must be permanent in the object */  \
	   data[0] spell             /* It is a spell SPL_XXX transfer  */  \
	   data[1] amount            /* Amount of better spell skill    */  \
	   firstf  TIF_SPL_INC       \
	   tickf   TIF_NONE          \
	   lastf   TIF_SPL_DEC       \
	   applyf  APF_SPELL_ADJ;

	#define STR_TRANSFER(amount) \
	flags {UNIT_FL_MAGIC}       \
	affect                       \
	   id ID_TRANSFER_STR        \
	   duration -1                /* Must be permanent in the object */  \
	   data[0] ABIL_STR           /* It is a strength function       */  \
	   data[1] amount             /* Amount of better strength       */  \
	   firstf  TIF_STR_INC       \
	   tickf   TIF_NONE          \
	   lastf   TIF_STR_DEC       \
	   applyf  APF_ABILITY;

	#define DEX_TRANSFER(amount) \
	flags {UNIT_FL_MAGIC}       \
	affect                       \
	   id ID_TRANSFER_DEX        \
	   duration -1                 /* Must be permanent in the object */  \
	   data[0] ABIL_DEX            /* It is a dex function            */  \
	   data[1] amount              /* Amount of better dex            */  \
	   firstf  TIF_DEX_INC       \
	   tickf   TIF_NONE          \
	   lastf   TIF_DEX_DEC       \
	   applyf  APF_ABILITY;

	#define CON_TRANSFER(amount) \
	flags {UNIT_FL_MAGIC}       \
	affect                       \
	   id ID_TRANSFER_CON        \
	   duration -1                 /* Must be permanent in the object */  \
	   data[0] ABIL_CON            /* It is a con function            */  \
	   data[1] amount              /* Amount of better con            */  \
	   firstf  TIF_CON_INC       \
	   tickf   TIF_NONE          \
	   lastf   TIF_CON_DEC       \
	   applyf  APF_ABILITY;

	#define CHA_TRANSFER(amount) \
	flags {UNIT_FL_MAGIC}        \
	affect                       \
	   id ID_TRANSFER_CHA        \
	   duration -1                 /* Must be permanent in the object */  \
	   data[0] ABIL_CHA            /* It is a cha function            */  \
	   data[1] amount              /* Amount of better cha            */  \
	   firstf  TIF_CHA_INC       \
	   tickf   TIF_NONE          \
	   lastf   TIF_CHA_DEC       \
	   applyf  APF_ABILITY;

	#define BRA_TRANSFER(amount) \
	flags {UNIT_FL_MAGIC}       \
	affect                       \
	   id ID_TRANSFER_BRA        \
	   duration -1                 /* Must be permanent in the object */  \
	   data[0] ABIL_BRA            /* It is a bra function            */  \
	   data[1] amount              /* Amount of better bra            */  \
	   firstf  TIF_BRA_INC       \
	   tickf   TIF_NONE          \
	   lastf   TIF_BRA_DEC       \
	   applyf  APF_ABILITY;

	#define MAG_TRANSFER(amount) \
	flags {UNIT_FL_MAGIC}       \
	affect                       \
	   id ID_TRANSFER_MAG        \
	   duration -1                 /* Must be permanent in the object */  \
	   data[0] ABIL_MAG            /* It is a mag function            */  \
	   data[1] amount              /* Amount of better mag            */  \
	   firstf  TIF_MAG_INC       \
	   tickf   TIF_NONE          \
	   lastf   TIF_MAG_DEC       \
	   applyf  APF_ABILITY;

	#define DIV_TRANSFER(amount) \
	flags {UNIT_FL_MAGIC}       \
	affect                       \
	   id ID_TRANSFER_DIV        \
	   duration -1                 /* Must be permanent in the object */  \
	   data[0] ABIL_DIV            /* It is a div function            */  \
	   data[1] amount              /* Amount of better div            */  \
	   firstf  TIF_DIV_INC       \
	   tickf   TIF_NONE          \
	   lastf   TIF_DIV_DEC       \
	   applyf  APF_ABILITY;

	#define HIT_TRANSFER(amount) \
	flags {UNIT_FL_MAGIC}       \
	affect                       \
	   id ID_TRANSFER_HPP        \
	   duration -1                /* Must be permanent in the object */  \
	   data[0] ABIL_HP            /* It is a hit point function       */  \
	   data[1] amount             /* Amount of better strength       */  \
	   firstf  TIF_HIT_INC       \
	   tickf   TIF_NONE          \
	   lastf   TIF_HIT_DEC       \
	   applyf  APF_ABILITY;

	#define SPEED_TRANSFER(newspeed) \
	flags {UNIT_FL_MAGIC}       \
	affect                       \
	   id ID_TRANSFER_SPEED      \
	   duration -1                /* Must be permanent in the object */  \
	   data[0] newspeed          \
	   firstf  TIF_SPEED_BETTER  \
	   tickf   TIF_NONE          \
	   lastf   TIF_SPEED_WORSE   \
	   applyf  APF_SPEED;

	#define SLOW_TRANSFER(amount) \
	flags {UNIT_FL_MAGIC}         \
	affect                        \
	   id ID_TRANSFER_SPEED       \
	   duration -1                \
	   data[0] newspeed           \
	   firstf  TIF_SPEED_WORSE    \
	   tickf   TIF_NONE           \
	   lastf   TIF_SPEED_BETTER   \
	   applyf  APF_SPEED;
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