I've checked in the new skill + spell code. I don't want to delve too in depth on details, as I think the docs I wrote up with them, and now in CVS, are pretty good, so I'll just give quick summary: skills: No longer are there experience categories. Each skill has its own exp and level total. The handling of exp for skills is greatly improved - should be impossible to funnel exp into a different skill - even in party mode. This is because for things like spells, we record the skill name the exp should be creditied to. It is possible to adjust the amount of exp you earn in a skill that goes to your overall exp. For example, it may be desirable to make it so that skills over all progress at near the same pace (level 10 one handed weapons, level 10 alchemist, level 10 literacy, etc). However, given literacy is a relative safe profession, don't want give the player as much exp for their overall level when using literacy as compared to soemthing dangerous. As an effect of these changes, the 'skills' tunable file is gone - now you tune skilsl by changing objects. Objects have been updated to note what skill you need to use - this is mostly relevant for weapons. spells: spells are now object. You learn a spell, and an object is added to your inventory. Things like spellbooks, wands, rods, etc, have the spell object they fire in their inventory. spells are now much more tunable - one can make an acid ball with no code changes at all - all that would be needed is a new arch. treasurelists now determine likelyhood of the spell showing up in wands, scrolls, etc. Magic is now split into 4 skills, evocation, pyromancy, summoning, and sorcery. Given spells are now objects, spell_params file is now gone - you tune spells by changing the archetypes. Several notes: I tagged the arch and server source with tag 'rel-1-5-0-patch' for the code just before this checkin, so if you want the code from before this checkin, just use that tag. While I have added some backward compatiblity to handle spell related objects on maps that might have values set (spellbook of X for example), I have not written any code that updates player files. This is possible to do, but given the numerous changes, I'm not sure what level of backward compatility should really be strived for here. I consider this checkin to be a major piece for a '2.0' release, so one might consider this pre-2.0 or the like. There are some areas that still need some work: Mosely's rare books in scorn need to be updated for the 4 spellbook types - this is relatively minor. Balance is probably in order. Currently, all the skills contribute on a 1:1 bases to overall exp. That may not be correctly. I tried to keep the spells at the same power as before, but some of the old code as 'odd', and in cleaning up the code, its probable balance is a little off from before in terms of damage or sp costs or the like. The CVS client will display all the skills, but it does tend to take up too much space in the stats pane, so I'll make a few tabs I think to cover that. One 'bug' is that it is pretty much impossible to know if a player has a skill until they use it, so you'll never see the pain lists skills with 0 exp. Personal notes: I've been playtesting the code for several weeks, finding bugs and fixing them. I think it is relative stable, but leave it to one person to use try something I didn't. OTOH, I personally think the spells are probably better tested than they have been in a long time, as I basically went through each spell type and gave it a try, and found several things that look like they may not have worked from before the changes I made. My one note is that it is harder on spellcasters, as you don't have quite the same number of choices to make. There is currently nothing in the code preventing a spellcaster from getting are four skills (other than cost). I have a feeling that as players play the different spellcasting skills, refinements (in terms of spells to fill gaps and the like) will be found and added. Have any questions, feel free to ask. As said, I think the documentation on this should be pretty good (in the doc/Developer directory in the server), so please read that first before asking too many questions. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel