Topic: Skills and such, preview 2
A new draft of the skills, power-ups, etc. plan is now available. Peruse at your leisure!
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A new draft of the skills, power-ups, etc. plan is now available. Peruse at your leisure!
I've started modifying the code (for things like combat) to work off the skill system. NPCs are now set up to have their own skillsets (and their level equivalency is determined by their skills and stats now).
Sounds like things are going well. An idea when the Beta testers will be able to take this stuff for a spin?
Activity is low enough right now that when I'm ready I'll probably put it out there for everybody, rather than just trying to do a beta test. I'll stick to my usual timeline of "when it's done". ![]()
When I know a more specific date (when I get closer to done) I'll drop a note here. Here's what I can think of right now that I still have to do:
Finish converting old attribute checks to skill checks. This includes the rest of combat, jail, and "hospital" code. I also have to go through special bits and scripts (like conversations, including the trap encounters) and make the changes there. Overall, this really shouldn't be too bad.
Implement the new "level-up" scheme. When you level up, you won't be able to continue until you've spent your skill points and chosen your power-up.
The new loot popup, as described elsewhere
Finish putting in the new power-ups and writing scripts where needed.
Update items (stat effects are handled differently now).
Character migration (to transition existing characters to the new system and set them to force repeated level-ups until they're back to "full").
I've probably forgotten something (besides "testing").
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