A few notes - It seems there may be a general misconception on how exp is rewarded. If say my share for being in a party is 50 melee weapon exp, I'll get 50 exp in melee weapons, and 50 exp against my total. The code can certainly get changed such that the character gets no exp in melee weapons, but the fact he is getting exp in melee weapons in now way reduces the amount of exp he is getting. Now what is overall exp useful for? Overall level of course, which several things are based off of (allowed item power, power of your custom weapon, maybe a few other things). Now it would certainly be possible to group some skills related - eg, group combat skills. So if someone kills something with one combat skill, and the other party memember has another combat skill ready, he gets exp in that ready skill. The problem here is now the issue of what if the second character does not have a combat skill readied? trying to find the one to shuffle it into that the player wants can be difficult? The one the player has the most exp in? May not be the one the player wants if they are building up some other skill. In terms of pets and summoned monsters, in those cases, the skill/owner for the pet is supposed to be set to the appropriate skill (eg, summoning) so if the monster kills something with its default means, exp goes to that skill (summoning). In most cases, monsters don't use skills. However, missile weapons is apparantly a special case, in that it does see that skill was used, and then credits the missle weapon skill back to the owner. Note that when the discussion of redoing skills first came up, the idea of being able to shuffle exp was brought up, and generally didn't seem that popular. It certainly wouldn't be that hard to add a generic container skill that just accumulates exp when the player doesn't have the skill itself. And some mechanism to redistribute that could be added. I do have some concerns - even with a penalty, a player could certainly accumulate and distribute a lot more exp to other skills that would normally be difficult to do so. As such, it'd probably still be necessarily to limit where the player can redistribute the exp to - basically, combat/spell related skills. Eg, you might not have pyromancy, but have sorcery, so you decide you want exp from that general bucket to go to sorcery. But you can't put it into disarm traps for example. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel