dulsi wrote:
You can buy skills now I believe. Unfortunately you go to spell acquiring to do so. There is no way to specify different text for a skill. Also I don't think it supports having multiple skills available for purchase.
The Review.xml does "spell acquiring" based off the Character's Job. So, if you have an Illusionist Class, the Engine will say "Level 2 Illusionist Spell Level costs......" That's how the engine works and how it does in the other game. Now, you can create MANY, separate Jobs, Evoker, Transmuter, Enchanter, etc and everything works fine.
However.....
Say you have a Class that has 3, different spell levels. Illusion, Evoker, Transmuter. The Engine can't differentiate between those, 'cos the Review levels skills, based on the JOBS, not individual SKILLS. So, if you have multiple skills that you can level, the Engine will say "Level 2 <blank> costs....."
What I've seen, though, is it only works for Spellcasters. You can't make a non-spellcaster level skills in the Review Board, only Spell Levels.
That's the problem I've run into.
I can make many skills (and have already, but they can't be used yet), but if I want to level them using the Review Board, you can't and if you have multiple skills, it doesn't display the name of the skill.
The Review Board from the original game (and BTBuilder) weren't designed for skill leveling. I need it to or I need a way to purchase skills for non-spell casters.
dulsi wrote:
I hadn't thought of using the tag system for bows/arrows. It could be implemented that way.
Yeah, I thought this may be possible.
dulsi wrote:
That's what I was thinking. There are some technical problems with implementing it so I haven't looked any further into it.
Yeah, I was wondering this, 'cos I wanted to set the Map Editor to be a default 960x600, but use the 640 x 400 images, for more space. All of the display elements are in the mapedit.xml, which means it's self-contained. What concerns me is breaking the engine, by pointing it to the 640 images, instead of the 960, 'cos of the xMulti element. I would prefer pointing it to images we already have for the game, than making a clone of an entire image directory specifically for the map editor.
I tried doing this, originally, when you sent me the beta of 0.51, to make a new screen, but set it as a display of 960x600 with an xMulti of 1. It didn't work as I expected. I'm assuming that's the technical problem you were talking about.
dulsi wrote:
I need to tell how you format the level.xml file to allow you to teleport between levels. I forgot to add an example or even mention it. Also should fix the application to not display it in editor mode or implement an editor for it.
I haven't played with Teleport yet. Been too busy with other stuff. I'll check it out, play with it and then post my text, so you can review it and fix anything where I'm incorrect.