Bernd Edler wrote: > > Those two are the only potions using the old method > where sp = spell to cast. > The map loader (loader.l) parses these values, but > the treasure generation in treasure.c does not. Which gives the interesting issue - if you logged out, and then logged back in, these would be fixed. > So we can either: > > a.) add the transformation to treasure.c, This is the approach I took (now in CVS) > > b.) join these two with the other generic potions. > (these are made with artifact code setting the spell in "other arch") > This is s possible as there is no treasure list containing only one > kind of potion. It does not need any code change either. > But in addition to the resource files, > about 30 map files need to be changed. Yeah - unfortunately, there is no way to currently have arch's start with an inventory. The one problem with the above change is that that could mess up value some (I don't know if any maps have actually changed the potion object). I'd think it should otherwise work, because I believe the loader code is smart enough to generate the spell treasures for any objects on the map that need it (otherwise, all maps that just had a spellbook sitting there would be broken). > > or > > c.) set "other arch" accordingly in the archetypes > and get item generator to parse that. > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel