From avoid@fyionline.comWed Nov 22 15:06:39 1995

This code gives permanent affects on items. 

void do_perm( CHAR_DATA *ch, char *argument )
{
  char item[MAX_INPUT_LENGTH], affect[MAX_INPUT_LENGTH], mod[MAX_INPUT_LENGTH];
  OBJ_DATA *obj;
  AFFECT_DATA *aff;
 
  argument = one_argument( argument, item );
  argument = one_argument( argument, affect );
  argument = one_argument( argument, mod );
 
  if (item[0] == '\0' || affect[0] == '\0')
  {
    send_to_char( "Perm <item> <affect> [modifier]\n\r", ch );
    return;
  }
 
  if( ( obj = get_obj_carry( ch, item )) == NULL )
  {
    send_to_char( "You don't have that item.\n\r", ch );
    return;
  }
 
  aff = malloc( sizeof( *aff ) );
  aff->level = ch->level;
  aff->duration = -1;
  aff->bitvector = 0;
  aff->type = aff->location = get_item_apply_val (affect);
  if (mod [0] != '\0')
     aff->modifier = atoi (mod);
  else
     aff->modifier = ch-> level;
 
  affect_to_obj( obj, aff );
 
  return;
}
-----------[  End 'perm' code ]----------

If have an interest in a perm'd Sanc item, you'll have to add that
code to  affect_modify() in handler.c if it isn't there now.

-----[ Begin...    handler.c   affect_modify()  addition ]-----------
case APPLY_SANCTUARY:
{
  af.type = skill_lookup( "sanctuary" );
  if( fAdd )
  {
    if( is_affected( ch, af.type ) )
    {
      send_to_char( "You are already in sanctuary.\n\r", ch );
      break;
    }
    af.level = mod;
    af.duration = -1;
    af.location = APPLY_NONE;
    af.modifier = 0;
    af.bitvector = AFF_SANCTUARY;
    affect_to_char( ch, &af );
    send_to_char( "You are surrounded by a white aura.\n\r", ch );
    act( "$n is surrounded by a white aura.", ch, NULL, NULL, TO_ROOM );
    break;
  }
  else
  {
    affect_strip( ch, af.type );
    send_to_char( "The white aura around your body vanishes.\n\r", ch );
    act( "The white aura around $n's body vanishes.", ch,
          NULL, NULL, TO_ROOM);
    break;
  }
}
------[ End...   handler.c  addition ]-----------

The only other thing I think you need to do is:
  A). Setup the command/skill to suit.
  B). Add the apply types to merc.h for any new perm'd object flags.
  C). Compile, and have fun...


I hope that gets you going.... The players love it.

-Reble       avoid@erzulie.fyionline.com