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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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I understand what you mean about the UI. \Data\TEXTURE\Interface\Pilot\PerkTree\ pretty much tells me each pilot has to have their own graphic, and the .ini file to show which perk slot goes where. But this doesn't tell us the prerequisites perks, right? E.g. to learn skill X, skill Y must be learned first <-- where is this determined? Edit: Hmm, is it those ugly properties_<pilot name> = { ... } structures inside PilotProperties.script? That does look likely but I don't understand the { numbers } stuff. Wait, I think I got it... the number is the perk's cost in exp points, then anything following that in the nested {} are the prerequisites. Ok, I think I understand. Last edited by Trucidation; 06-10-2010 at 04:01 PM. |
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#2
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F_Weapon_Laser = {50,{"Gunnery_2"},{"F_Weapon_HC","F_Weapon_AC"}}, F_weapon_Laser is the perk. 50 is the amount of skill points required to purchase the perk. {"Gunnery_2"} is the skill required to purchase the perk. You can have multiple pre-requisites. {"F_Weapon_HC","F_Weapon_AC"} is rarely used in most perks (usually blank), and it means that if you purchase either F_Weapon_HC Perk, or F_Weapon_AC Perks, then you cannot get F_Weapon_Laser perk. Last edited by Nanaki; 06-10-2010 at 04:01 PM. |
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#3
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Haha, edited while edited. Thanks, looks like I got it.
Hmm, it looks like { exp cost, { pre-req1, pre-req2, ... }, { choose one of these1, choose one of these2 }. The third {} appears to be used only by the gun specialisations (choose HC / AC / Laser). I wonder if we can put other perks in here as well. E.g. choose between Criticals_1 or Hard_to_Kill. |
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#4
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