> 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 _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

