> It may make sense to change the logic a bit - such that we don't set > all the flags for the monster until after all the monsters treasure has > been generated. Yes, could be done. Didn't think of that :) > I notice some code was lost, like checking the type of spell being > fired and adjusting direction if it is a zero range spell. But at a > quick glance, it looks OK, but probably should be thoroughly tested. Hum, i'll check my code. I copied only the last fragment, actually firing the spell, so some checks indeed went to the trash. What would be useful, I think, is to merge as much as the spell/firing/... code we can so it works for both players & monsters. (not only for this precise case, but for everything) > Probably using the same logic makes sense, except as mentioned above, > if there are cases where a creature is deemed too stupid yet has a hand > or whatever. Then we shouldn't give it the skill 'use magic item' :) > But a lot of the problem may be that many monsters need to get updated > treasurelists for the skills they do have. yes, probably that too... Nicolas _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel