One way I would posit this to work would be to get rid of existing material type field and have a new field for material type in the arch and a material object type (more arches with modifiers for weight and value and other stuff) maybe even have aclass and subclass like metals --> gold, silver or textiles --> cloth, silk. The material type field in the arch would be able to contain a number of possible materials that the item could be made of so for example: arch chainmail ... material bronze copper iron silver gold mithril admantium ... or arch cloak .... material hides cloth silk leather snakeskin ... and the chainmail would be generated with one of these materials randomly (weighted?) or could be subtyped on a map to be made of a specific material. Not sure how you would have items with multiple materials though (primary and secondary, material fields or a system of bitmasks or something?) This makes it easy to control things so you never get lead swords and you don't have a long list of exceptions and special cases. It makes it fairly easy to add new materials. It would also make it easy to do stuff like melt down your gold sword to get coins or use the base material in formulas (like you need x amount of gold but you can use nuggets or coins or whatever yo ulike) I can see this as being a real pain to implement however. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel