Cool On Thu, 21 Jun 2001, Mark Wedel wrote: > 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. Yeah that is what it would appear to be. > 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. Yes, well my simple fix to that would be to provide meditation scrolls ;). > 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. Okay I had alook, all we have to do is run another case.. case 3: new_draw_info(NDI_UNIQUE, 0,op,"You have a skill which denies the possession of such skills"); return; or something (I haven't done cases.. nor do I know what NDI_UNIQUE is) alternatively i suppose you could just say.. you already possess the knowledge inside this scroll.. > 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 This is my prefered option but I don't think I can do much.. I have trouble following most of this code.. let alone writting my own. > 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) again I like it, but I can't do it. dnh _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel >