Those are all workable options, but what if I want to create a skill that is not already supplied by the game as a statistic? (If you've played any rpg's by SpiderWeb software, you should know what I mean, otherwise, you are missing out on a lot of fun) flips through pages of notes on game layout, game design, game elements, etc. The problem is partially, I suppose, because I had always intended to code the game myself, which naturally results in infinite flexibility. However, it's taking far too long (after months I am -just- getting to pointers in C, and then after C is relatively mastered, I need to learn C++ :mad and that's why I turned to Coldstone. Anyway- I had intended for each character to have a basic value in each of 5 inherent abilities (strength, dexterity, constituion, intelligence, charisma) which would determine through a formula, combined with other skills to which we'll get around to in a minute, the character's hitpoints, mana/spell energy, stamina, etc. Characters would also have proficiency in different combat skills: What I had meant to do was to have them be skilled with the sword, dagger polearm, bow, thrown weapon, with shields, armor, or unarmed combat, but I can accept CS's combat system (although I'm one of the weird people who prefers turn-based combat..will work that out eventually or come to terms with real-time). Magic would be controlled by skill in water spells, fire spells, lore, and dreaming (having to do with the visions at the core of the game). Miscellaneous skills included wilderness knowledge and mechanics (traps/locks), and special skills (still miscellaneous) only increasable after learning them from a certain npc would be speed (not quite the same as the version in CS), point of focus (knowing anatomy and being able to hit an enemy where it hurts), enemy <creature> (knowing a specific race better than others and having appropriate bonuses with them and penalties with other races), sailing (well... need I say more?) leadership (increasing certain conversation options, etc) and chemistry (allowing the character to make potions). Sheesh. Then, to make this even more confusing, I had intended to plug these into formulae to determine stuff like the fire or acid or whatever values CS is using. The only way I can see getting this to work is through globals, assigning a global to each skill and then having the character have the option to increase some of them at different times.. skill points could also be assigned to a global and increased/decreased and run through conditionals.
But that would take forever :mad: and I have no indication that it would even work. Like making parties of adventurers or turn-based combat in CS (I have actually been reading other topics on these boards! Good for me!), it would take major effort. The question is whther I can come up with a workable method before I get fed up with the project.
I like both Migraine's idea and Myshkyn's- both of those are workable options (not to mention much nicer looking ones, as opposed to a plain dialog box! ;-P), and I suppose I could plug in the skills that I wanted to make. My question is less, now, in terms of what interface would allow the player to modify them, then how would I get skills into the game at all.
-G
P.S. Stark, just for future reference, I am a female, not a Mr.
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