Well, currently. I'm taking a look at a skill-based system of character growth.
Basically, through whatever means you gain 'Skill Points' (SP).. These SPs are then used to learn skills and ultimately raise ability in them, through further use of newly gained Skill points. However, I'm wondering how to go about it.
Now, what I'm trying to get:
When a skill is learnt, I want it to be added to a 'Skills' Tab (If there are no skills currently learn, create the tab and add the skill to the list in it).
Also, I'm planning on this layout:
[Pre-made icon] [Skill Name] [Skill ability]
Pre-made icon being a representation, I.E for a skill for 'Sprint' a 'Foot' could be used in example.
Skill Name is self-explanatory.
Skill ability being the 'level' of the skill.
If possible, I would also like the Skill Name, and/or Icon to be click-able. Thus, when clicked reveals a description of what the skill does; how it affects you; and at what cost. I.E. Using Sprint as an example again:
'When Sprinting your movement rate increases; allowing you to move much faster than you could normally. However, Sprinting reduces your Stamina at a greatly increased rate. Though, a trained sprinter could stay in this status for a lengthened period of time.'
I’d be grateful for any help possible,
Thanks; Fliint.
ID:174510
Aug 10 2003, 11:00 pm
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//example
var/global/list/skills=list(place skills in here)
world/New()
..()
for(var/skill in typesof(/obj/skills)-list(/obj/skills))
global.skills.Add(new skill)
mob
var/list/skills=list()
proc/learn_skill(obj/skill in global.skills)
var/has_skill=0
for(var/obj/O in skills)
if(O.type==skill.type))
var/skill_level=text2num(O.suffix)
skill_level+=1
O.suffix=num2text(skill_level)
has_skill=1
break
if(!has_skill)
var/obj/skill/O=new skill.type
O.suffix="1"
skills.Add(O)
Stat()
statpanel("Skills",skills)
obj/skills
skill1
Click()
//skill action here
skill2
Click()
//skill action here