I am far from proficient at LPC or C coding in any extent, but i had an idea.I
was wondering how the skill and spell sets are handled and to see if they can
be classed like weapons in a weapon shop, "Train list combat" lists
combat tagged skills like weapons, parry, dodge, ect. by adding a value to
each
skill then compiling a database of each to set them into a category. there is
a
finite number of skills and spells in the game in an even smaller group of
subsets, and since its adding a feature that doesn't effect the performance of
the skill or spell in any way, it should not need a heavy re-code of any of
the
already placed groupings. Spells and skills are already handled in a similar,
but limited fashion by having set groupings such as cure light wounds:
Cure light Wounds
Casting time: 1 round.
Type of spell: heal spell.
Affecting stats: wis.
Cast type: heal.
the cast type would be the callback for the training list "study list
heal"
Bladed Fury
Skill duration: 1+(random)/24.
Type of skill : offensive skill.
Party rows : 1st.
Affecting stats: Strength & Dexterity.
It uses 28 endurance points.
Callback would be Offensive Skill "train list offensive"
The train and study list can be quite overwhelming and i think this would
simplify some of the more tedious parts of level advancement.