> I think you really need to set up 2 slots for a proper solution > (body_item_skill and body_natural_skill or the like) and not make > body_skill be two slots. > > Doing the later is completely the wrong approach, and was one of the > things that the body_... stuff was meant to prevent. Sorry to have been misunderstood, but yes, that was exactly what I was suggesting... > But there are also some other possible considerations - I think you'd want > to make sure that a character doesn't have the same skill equipped through > both methods (holy symbol and actual praying skill) - I think that may > cause some issues - probably more see with the arcane skills. Do you have more idea on what problem that may cause ? It is not very useful to have the same skill equipped twice, but I don't see how it could cause problems. > Also, every place that checks to see if the skill is already ready would > need to be updated, but that would have to be done regardless (I'm pretty > sure that that code checkes the pl->ranges[range_skill] - so you'd probably > need to add a new range slot (just like the body stuff above) and update > all the code to look for it. Ok. > All this said, one could make the case that having only 1 skill equipped > at a time, regardless of natural or item, is a play balance limitation. Well, it does not really change the balance of play having 1 or 10 skill items equipped because the change of skill item is automatic, but when some items give bonuses and you cannot use natural skill without unequipping it, it made those items nearly useless... I'll modify the code to gace x_item_skill and x_natural_skill and put the patch to sourceforge... -- Benjamin