>   For example, if the method we decide to go for is that we will use
> scripts to give out exp, then it probably would make sense to have a
> generic script that takes some parameters on what skill and how much exp to
> add, so you could do something like:
>
> event_activate give_exp.pyc throwing 6000

The code I just committed will let you do just that.

Example: want to give xp to player dropping item on altar, add 
an 'event_activate' hook, and just write:

import Crossfire
player = Crossfire.WhoIsActivator()
player.AddExp(6000, "throwing",0)



Pretty easy :)


Nicolas

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