Mark Wedel wrote: > Certainly, a new field would need to be added. However, if you want > to be able to add a list of weapons, it seems the treasurelist is the > way to go. > > Since .trs files can be sprinkled throughout the arch tree, this > isn't as much an issue where it was before. > > The problem with adding a new field (inv_arch or something) is that > it will won't fix the problem - the real problem is that a lot of the > code does something like: > > tmp=arch_to_object(op->other_arch); Better than a new field would be to standardize around a single method for adding inventory. What would be fantastic would be to be able to add treasure list notation in the arch file directly *and/or* use a list(s) from a .trs file or the treasures file - the same sort of thing you can do with animation - use anim/mina in the arch file or call animation from a .face file. Since the .trs files are collected and collection is not done during game time I don't see a big problem with having it parse treasures from .arc files as well as .trs files (?). This would let you grandfather out the randomitems field so that inventory is done a single way and get rid of the limitation where you can only have one entry in the randomitems. It would be great to be able to spice up a chest or a mob by adding an additional treasure list or two or even a single item (or chance for an item) without having to make treasurelists for every permutation. I know you can do this in maps with the editor by adding inventory manually but this leaves you out in the cold for arches that are spawned or created and you can't put in a possibility for an item this way. Then it is just a matter of having the creators/altars doing the right thing. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel