Adeyemi's Armament Proficiency
#3
BUMP
to version 1.2

It came to realization that there was a flaw in the leveling system, particularly when tracking weapons that could span different weapon styles. And this flaw also involved choosing which proficiency level was used.

Let's say that your hero is skilled with swords. And let's say he is a level two blademaster. However he is so proficient in swords that he is a level 4 swordsman. If you had arranged your list of weapon styles with the blademaster near the top, the system would detect it as a viable weapon style for your sword despite being a level 4 swordman. Rather than selecting the best and highest level proficiency for your weapon, it would choose the first in your weapon list.

That was an issue that had to be fixed. And fixed, it had. the new script now has four weapon styles for testing purposes, and I had plenty of fun raising my blademaster skill while having it trounced by both dagger and sword specific weapon styles.

Meanwhile, there was a bug in the area that applied experience points to the actor, adding the experience into the wrong index position in the actor's weapon experience array.

On a separate basis, I renamed variable and method names in the RPG script near the top of the script as I have other (but similar) plans for the RPG module and the 'character class' class within.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

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Messages In This Thread
Adeyemi's Armament Proficiency - by DerVVulfman - 04-20-2025, 03:04 AM
RE: Adeyemi's Armament Proficiency - by DerVVulfman - 04-24-2025, 07:40 PM

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