void apply_changes_to_player(object *pl, object *change, int limit_stats)
void LOG(LogLevel logLevel, const char *format,...)
void esrv_send_inventory(object *pl, object *op)
static event_registration c
char savebed_map[MAX_BUF]
void fix_object(object *op)
void register_process(int ob_type, process_func method)
int events_execute_object_event(object *op, int eventcode, object *activator, object *third, const char *message, int fix)
#define SCRIPT_FIX_NOTHING
void enter_exit(object *op, object *exit_ob)
#define AC_PLAYER_STAT_LIMIT
static method_ret player_changer_type_process(object *op)
void esrv_update_item(int flags, object *pl, object *op)
the faster the spell may be cast there are several other common only the caster may be affected by the spell The most common spell range is that of touch This denotes that the caster much touch the recipient of the spell in order to release the spell or wall For cone it usually denotes that the range depends on some such as the caster s Wisdom level If this is the it will be stated in the long spell description or the standard duration for the spell expires Only one protection or change player attribute spell may be in effect on a player at any one time If another such spell is cast upon a player
int save_player(object *op, int flag)
void init_type_player_changer(void)
#define FOR_INV_PREPARE(op_, it_)