Michael Toennies wrote: > Simple: we had 20 named pathes + this path _NULL. The only reason why _NULL > is there is that it can be denied or mnaipulated, right? can not be denied or manipulated is what I'm guessing you meant to say. I don't believe that was the reason. I believe the reason for most of the spells is because they did not fit handily into any other classification. > > Well, the spell list i create use '1' - '0' to jump to a page and i put then > 2 spell pathes on it. > > The 21st path _NULL don't fit in this. > Is just a question of "good design". that almost more sounds like you need an even number of spell paths, or am I misreading that? > > Why not put the spells in other pathes? As said, some of them probably just don't fit really well. > > And just make one path as forbidden for manipulations. Which is what path_null does right now. So why change that? > > It was just that it was somewhat of confusing because PATH_NULL don'T fit > in the the path system. Not meant to - it basically mean the spell does not belong to any path. nothing wrong with that - that is done in many areas (objects can have no material for example, or no attacktype, and so on). > > At the moment, i had put the 20 pathes to 1-9 using 7 times 2 pathes and 2 > times 4 pathes > per page and give page 0 the NULL spells. I don't really parse that above line. I'm also unclear if the problem really has something to do with the current number of spell paths, or the fact there is a path null? If the number of spell paths is a problem, the basic response is you'll just need to deal with it - if we add a path_misc for example, there is still nothing preventing additional paths from being added in the future, which would once again result in a non nice number of paths. I guess I'm still not really clear why path_null is such a big deal.