Hm, why not removing the scrolls and make this stuff part of quests /npcs? So, we can control this better and we avoid this boring "i run through shops and search for the scroll i had find tons with other char but never with these one". > dnh wrote: > > > > Well the only other class that can't use weapons is the sorceror. And > > melee scrolls don't affect race, so you don't have to worry about > > fireborn (and beholder). Basically currently only monk has > meditation, the > > simple solution would be. If a player reads a scoll of melee > weapons, and > > they have meditation make sure meditation is removed or fail to > learn the > > scroll. This is assuming the scroll doesn't affect race (ie if > a fireborn > > monk read it, it would fail regardless of whether the player had > > meditation). > > Ok. I think I understand this a little better. > > The monk/race does in fact have the can_use_weapon attribute, it > just doesn't > have a skill to use a weapon. > > Am I right in assuming that it is impossible for any other > race/class combo to > get the meditation skill (through scroll or other means?) If so, > then it would > just mean that the monk reads the melee weapon scrolls (which > would lose the > meditation skill), and then learn the meditation skill right back again. > > And while your simple solution works, this strikes me as having the same > potential problem with praying - a monk character accidentally reads melee > weapons, and loses his meditation ability with no way to get it back. > > But putting a check in when learning melee weapon to not let > them learn the > skill they have meditation works, presuming they are the only > situation where > this arises (ie, no one else has meditation, or if they do, they > already have > melee weapons. > > This should be pretty easy to do - check out the learn_skill function DB. > > but it would probably be more interesting to revamp all of this. > As others > have been suggested, add guilds which is where characters can > learn these new > skills or other abilities (you could have incremental abilities, like upon > attaining some level, you get a bonus ability of 15 sp if you go > to the guild at > .... - basically do the same thing with guilds as suggested with > altars - many > guilds for each class, but higher level guilds (which are also > harder to get to) > might teach the more advanced skills > > Guilds could charge admission, and use the typical ways so that > you only need > to pay once (marker objects). etc. But like the altar/god > thread, this is a > bit of work, but I think it could add more flavor to the game, > and also allow > for better balancing (if it is discovered the class XYZ starts > falling too far > behind in power compared to other classes at some level, that > guild could teach > some special ability that helps balance this - give out resistances, bonus > sp/dam/grace, etc. You could only get this bonus once of course) > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel >