(cross-posted to cf-devel & cf-general to have more ideas) Looked around in the code on how to make party spells (for instance 'party heal' to heal everyone in party ;p), it shouldn't be too hard to make it work. Now there are a few things to consider: * will the 'no_magic' / 'no_cleric' flags apply to all affected players, or only the caster? * how many party players to affect? fixed number, based on skill level? * spell cost: fixed? something like (affected players * spell base) + fixed cost? * what spells to include? obviously protections / healing, word of recall probably. Do we also want to have fun with stuff like 'party burning hands', or why not 'party sanctuary'? :) Now implementation-wise. I see 2 ways to do that: * create new spell subtypes, for each party spell, duplicating existing spells * create a new archetype with one spell subtype, and use the 'other_arch' field (or inventory?) to specifiy which spell to actually use First solution is sure to not break anything (ie no issue with 'other_arch' not initialized, and such), but requires a few spell subtypes. Second gives more latitude on what spells to be able to cast, but will require some tweaking around (check_spell_known for one, and other places certainly). Ideas, opinions, suggestions? :) Ryo _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel