Andreas Vogl < andi.vogl at gmx.net > writes: > I had a trivial implementation in mind for this. > There can be an object type like "experience_donator". > When a player steps on it or otherwise activates it, he > gets X points of experience in skill Y. > The donator object works only once (per map reset), > values for X and Y can be set as attributes in the object. Would it be possible to make the donator an item like a scroll that can be collected and used later? That way a player wouldn't fight all the way to the bottom of a dungeon only to find that the big prize is useless to him because it's XP in a skill that he doesn't know. If the big treasure were a Scroll of Huge Missle-Weapon XP, for example, and the player didn't have that skill yet, he could take the scroll and save it to use after he learns the skill. If the player doesn't care about that skill, he could trade the scroll to someone who does, or sell it. (As a twist, maybe the scroll could have a very low sale value, to encourage players to trade or use them rather than just seeing them as valuable treasure.) -- Aaron abaugher at esc.pike.il.us _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel