Hello, I've essentially completed the Race/Class code split. Race/class characteristics are in http://langmuir.eecs.berkeley.edu/~peterm/Class.html http://langmuir.eecs.berkeley.edu/~peterm/Race.html The snapshot is at: http://langmuir.eecs.berkeley.edu/pub/peterm/crossfire/race_class I will wait for public comment and new images for some classes before putting these changes into CVS. "dnh" is doing some new art for the new classes. Thanks, dnh and Andreas Vogl and others for your input. Features: 1) All old-style characters still work. 2) All clients still work. 3) New characters first choose a race like they're used to doing. Then, they get put on a map to choose a class. 4) Choosing a class will change the players face/animation to that of the class, except for Wraiths, Fireborn, and Quetzalcoatls, which keep their own faces. 5) Races can now have built in special intrinsics such as faster or slower spellpoint regen. 6) Stat mods, except for mods to Charisma, have a zero sum in most cases. I.e., sum(str,dex,con,wis,int,pow) = 0, except for Fireborn, Quetzalcoatls, and monks, who get higher stats as compensation for not using weapons/armor. How I did things: 1) Races are players as before. Classes are a new type of thing which get applied to races by an object called a "player changer". The player applies class characteristcs and starting inventory to a player and teleports him. Player changers could easily be made to add experience to a player, though that is NIY. That would be useful for quest rewards. 2) Moving initial players into the selection-map is done in a klugy way. For the life of me i could not figure out the code in input.c and player.c which could have inserted a new player into the selection map automatically. I tried many things which should have worked but did not. Eventually, I inserted a Word of Recall object into new players which pulled them into the Hall of Selection. This is a hack, I know, but I couldn't come up with anything better. I invite someone else to. 3) Race spellpoint regen/sustenance/hp regen modifications and certain other mods were implemented by placing a permanent force into their inventory. Similarly, another inventory object is used to prevent the class-mod from changing the players face. 4) lib/treasures lists the skills/attribute objects for the various races and classes. 5) arch/player/class and arch/player/race are the directories for the new player and race objects. Regards, PeterM