I'm working on the 'spell object' idea now. I've more or less finished up the skill stuff, but didn't want to have to update a bunch of the old spell code to use it, so decided to just tackle the spell object idea so that I only have to write that code once. I decided to sketch out a layout for the arch directory for all this spell stuff - all the arch's are going to need to get updated anyways, so might as well update the layout of the directories to make finding things easier. This is excerpted from the spells doc I'm updating as I work on this. 6. Arch Directory Layout This section describes the basic layout of the archetypes in the arch directory. This explanation is here to try and prevent confusion (where should this arch go), where would I find an arch, etc. I thought about this a bit - would it be better to organize spells by attacktype (eg, all fire spells together, all cold spells, etc), or by type of spell (bolt spells, bullet spells, cone spells, etc). I think both methods have valid reasons for and against them. I decided to do it by spell type because I think it will make it easier to compare spells. For example, if one bolt spell does 20 damage, and another does 30 damage, even if by another attacktype, pretty easy to see that the later is more potent. This also organizes the spells more by their subtype, which is the more standard way the arch's have been done in the past. It makes for designing new spells much easier (you'd just copy a starter arch from the same directory, and not need to hunt for another one - imagine something like acid bolt). That said, the organization (all relative to the arch top level directory) magic: This directory goes away. There are many things that are magical that are not spells, so having a directory named magic is IMO not the best of name: spell: top level directory. This directory is for the spell archetypes, and is not meant to contain non related spell code. thus, the pentagram (actually a teleporter), and the weapon improver scrolls (not really in any way related to spells) would get relocated. Bolt: Contains the bolt spells Bullet: Bullet spells. Common: Contains objects that are related to spells in many areas, eg, the burnout is used by many types of spells, and things like a flaming square or icy square are used for cone, bolt, and exploding ball spells - those would be located here. Cone: Contains cone spells Healing: healing spells Potions: Contain the various potions. SeekingBall: spells like ball lightning Spellbook: spellbook/prayerbook objects. Wand: Contain the wand, staff, rod archetypes. There are almost certainly sub types I'm missing that I'll have to fill in. The idea here is to try to sketch something out that gives me a working layout to fill things in. Within each of the spell subtype directories, the entries for the spell information would be needed. And example below: spell_lightning_bolt.arc: This is the spell object that goes in the player/ monster inventory that says they know the lightning bolt spell. As per other documentation, this also contains things like the skill needed to use this spell, spell point cost, level cost, etc. lightning_bolt.arc: this is the other_arch of the spell_lightning_bolt.arc. Few values in this are actually used - most of the values come from the parent arc. However, this (lightning_bolt.arc) contains the information like what the animation for the spell look like. lightning_bolt.base.111.png (and so on) are the images used by the lightning_bolt.arc arch. In the case of subtype directories with lots of entries, it is likely that the directories may then get broken up by things like attacktype of the spells. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel