Hello. Here are a few things i'd like to add to Crossfire (and which i may add soon, who knows), giving'em away to get feedback / ideas :) * items combination / use item with item Example one, use apple on knife => sliced apple. Example two, use sliced apple with base pie crust => ready to cook apple pie. Then put it in oven (alchemy-like), except if you fail you just get a burnt pie, no exploding oven! First example, knife doesn't disappear, apple is transformed. Second example, 2 items are merged to make a 3rd one. I think I could possibly do the 2nd stuff with altars - like add a special field that make them disappear when they are activated [i don't think that exists yet?]. Or i'll just make code for that, with a new item type (COMBINABLE_ITEM?), and a field to tell whether the applied item disappears or not. The shortcoming i see for that is that you can only have one single combo - apple gives sliced apple, but you can't get quarters of apple. Hum, what about treasure lists, and player tells what item to generate? Those actions would probably not give any experience, though, they would just give materials. The idea is to use items to make non buyable items, then use those with alchemy, woodsman (i'd like to add cooking, too :p), and so on. And as a side note, something like: drink bottle of water => raises food level, drop empty bottle (need to check if that can't already be done with inventory, maybe). * "harvestable" items Something along the line of "the bee hive makes honey, you can grab it if you have an empty honey pot" (need to apply it standing on / facing the square, probably). This would make it fun to go grab exotic materials for alchemy / cooking / you name it. I'd like to have different graphics/archetypes for that, so that you know when there is something to pick and when there is not, and make some maximum item holding (don't accumulate more than 5 honey units), also regenerating slowly over time with random values. This looks like adapted monster generator, no? :) It could give xp in a specialized skill ("honey harvesting"?). You could then add a difficulty-to-get level, adapted based on skill level, and with a minimum level. Example: mining. You can mine rocks to get ore, but you need to be level 50 to get gold. And the higher you are, the easiest to get ores. * enable alchemy to keep (some) used items Example i see: get melt gold ore, use a ring mould => get a gold ring + the ring mould. Need to think more about that, i guess, i'm not totally convinced myself :) Just a few tossed ideas. But I feel like implementing some soon :) Ryo Accédez au courrier électronique de La Poste : www.laposte.net ; 3615 LAPOSTENET (0,34/mn) ; tél : 08 92 68 13 50 (0,34/mn)