Bernd Edler wrote: > > On Sun, 9 Nov 2003, Mark Wedel wrote: > > >> I'm still mixed on the idea of your charisma affecting the exp you get for >> bargaining. >> > > > I seems natural to me, as this is the way for all the other skills. > If you have more strength, you can kill bigger monsters -> > you make more experience -> easier to raise melee skills. > So better bargain -> bigger archievement -> more experience. But in some sense, the higher strength letting you kill more creatures is more a side effect. Having more hp, or sp, or whatever else lets you kill more creatures also. For some skills, a stat might give a bonus for the success of the skill, which also indirectly means you are more successful. But no longer is there code which straight out says 'if you have an 18 int, you get 10% more exp'. For bargaining, it is a bit odd, because there is no failure/success chance. However, one could certainly be added in - the level of the shop could be used as the basis of how hard it is to bargain against (better shop = harder bargaining). With that, the query_cost could then do something like always return the value of the item without any bargaining going into effect. Then when you buy/sell something, it could see if you were successful (and how successfull - higher success = more savings = more exp), and print out a message like 'you saved X gold through your clever bargaining'. And in that model, that characters charisma adjustment would aid in the chance of success. Note that you should never lose out because of bargaining - at worst, you may not save any money. > > Depends on if either: > > a. The expmul of a player effect only overall exp. > > Then we can do it as suggested. > > b. Or the expmul also effect the needed experience in the skills. > > In this case the fuction must always factor in the player's expmul, but of > course not the one of the skill. I think expmul predates the skill system, so not positive how it was envisioned. It may not be much an issue, since currently no classes/races use it. But as I think about it, it probably makes sense that it should also apply to skills. Thus, if you only used one skill, and it had the normal 1:1 ratio, you'd be second level in the skill and second overall level at the same time. Otherwise, if expmul was say 1.2, it would be odd in that you would be second level in the skill before second level overall. So it probably just makes sense to always pass in the players expmul value to level_exp() - there is no reason to pass in the one in the skill (don't know what I was thinking when i did that). The exp add/remove code knows about that and takes that into account. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel