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Escarab

Generic Skill system

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We are working in a RPG-like game, and we are facing a little problem. We are having a hard time trying to model a skill system that is generic so we wouldn't need to hard code every skill one by one(using torque script). Have any of you faced this kind of problem? Any good ideas? Thanks

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Ok, we are trying to make something like Diablo 2 skill system, skill tree , and all the rest that come with it. The bigger problem is that we want something generic , so it can be easily used by the other part of the team. We have to be able model different kinds of skills for diferent kinds of heroes, both passive and active abilities, avoiding hard coded stuff as much as possible.

Helped!?

Thanks

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What does "generic" mean to you? You have to have some kinds of requirements defined, or else you're basically leaving it up to the user of the skill system to do the programming. Except that in this case, you're the users, too, so you still haven't bought anything.

At some point you have to make decisions. Beware of "analysis paralysis".

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If you want to make a skill-system like in diablo, which not look at how they handle it? It's pretty generic, like a skill depends on max 2 other skills having a certain level (or more generic having some value larger, smaller then 'constant').

Then you can start doing an xml file (or lua - whatever) in which you set the pre-skill condition and constant value...

Just google and analyze what D2 is doing, they actually have a pretty
flexible system.

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