Mark Wedel wrote: > Alex Schultz wrote: > >> I remembered those, but it turns out it wasn't installing the new >> plugin_python.so for some reason. Anyways, that's fixed now (for no >> apparent reason, but oh well), however theres one issue I'm having >> when I try make some archtypes using them; In order to store the >> spell data, I need to insert a rod in the object's inventory. The >> first try I did of that was embedding it in the arch like one can do >> with maps, but that didn't work. Then I tried by making treasurelists >> for the rods, however they failed to keep spell data that I embedded >> in the treasurelist. >> I know that using treasurelists, and at the same time making custom >> rod arches for each of the spellswords would work, however I don't >> see that as being a very clean solution. Anybody have any better >> suggestions? > > > Can you be a little clearer? Are you trying to insert a rod into the > sword, and a spell into the rod? I'm trying to insert a rod into the sword, where the rod has a spell in it (I've usually done that with the old style spell numbers in my tests which the server seems to nicely convert). For example, I make the following treasurelist which is in the "randomitems" of the sword arch: treasureone katanafire arch rod_light sp 82 level 15 hp 50 maxhp 50 no_drop 1 no_pickup 1 startequip 1 chance 100 end > Which part of the object is being lost? The spell into the rod? How > is the rod being created? Everything about the rod is being lost except it's archtype and the defaults of that (it loses the spell, spellpoints, no_drop etc.) > Treasurelists are only created/processed for specific events. If > you just do something like 'arch_to_object(...)', it won't do anything > with treasurelists - you need to call create_treasures to do that. > > In the case of some specific objects, this processing is done > automatically. But if you're trying to put a sword on a map, I'm not > sure if the full recursion is handled properly. But I need a little > clearer picture on this. I tested it putting the sword on a map and that works except for the above mentioned information loss. However when I tested it by using the DM "create" command, the randomitems were not obeyed. I assume this information loss is because the treasurelists don't accept such data and only use the defaults of the arch, so one solution would be creating an arch for each rod that I want to use on the swords, however I feel that would be a bit kludgy, and I am wondering if anybody has any better solutions. Alex Schultz