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Author Topic: Skills and Restrictions  (Read 785 times)

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Skills and Restrictions
« on: »
I've been rethinking my design concept because of something Phanjam asked me, and I had a few questions:

1.) I know skills can require certain weapons for skill use, but can skills block or "fill" a weapon slot, so that the weapon slot cannot be used?
An example would be I decide I want Skill 1 - as a result, I'm no longer able to use weapons that require two hands.

2.) Can skills require that you have at least one rank in another skill before it becomes usable? In other words, Skill 2 requires that you have at least one rank in Skill 1.

3.) Can skills restrict the use of other skills? For example, I take Skill 1 --- which means I can never take Skill 2 now.


I'm just wondering what's possible. Thanks much for your time!

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Re: Skills and Restrictions
« Reply #1 on: »
Hey Red,

1) I don't know.  It might be difficult.  It would probably be approximate and not a very clean solution.  You would have to figure this one out on your own, but you'd probably have to change a lot of things in the UI and maybe in Containers as well.

2)  Yes, this should be doable.  It would be easiest to make this work via the Skill Tree UI.  Use Stat Operators and Evaluators to trigger locking/unlocking UI elements.

Re: Skills and Restrictions
« Reply #2 on: »
2)  Yes, this should be doable.  It would be easiest to make this work via the Skill Tree UI.  Use Stat Operators and Evaluators to trigger locking/unlocking UI elements.

Hi! Isn't this also doable from within the skill itself, by setting some "skill requirement" variable in the .DAT file? (kinda remember this, sorry if I'm wrong... will try to find more stuff on this...)


 

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