ToxicFrog wrote: > I've been wanting to make explosive arrows, but couldn't get them to > work. After mucking about in the code a bit, I found that it's because > only spell-bullets (102) get checked for detonation and suchlike, but if > you change the type 13 archs to 102, they aren't ammo any more and you > can't fire them in the first place. A looked at the submitted patch, and it looks pretty good. A few quick notes: I generally prefer context diffs to review patches - it makes it easier to just look at the patch without having to apply it and see differences. On the aarch - it's generally good practice to have the face match something in the animation. Perhaps not strictly required, but probably is safe practice. Given the code, I don't think there is in fact any need for the arch in question to have an animation of firebullet, since creating the new arch will set up the animation. Checking the return value of arch_to_object would be a good, but not actually sure if necessary - I think that other_arch is verified/set at load time - since it is a pointer to an archetype, I don't believe it can ever be non null and yet not point at something valid. In terms of firing other spells - instead of calling move_bullet(), you shoudl call move_spell_effect() - this covers all the spell effects that do move (bolts, cones, bullets, etc). So if you use that, you already have everything set up to firing any spell you want to. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel