Well, I was able to get around this, as long as I'm careful when creating a character. All I have to do is check that there are no remaining skill points in the class that gets the general skills in my game, and only apply the code segment while there are points to be spent. Obviously, I need to spend for each class independently before adding new classes, that's the careful part. Here is what I added to the code segment (using Wizard again).
var index as number
index = hero.child[cHelpWiz].field[cClsIndex].value
if (hero.child[Totals].field[tSkTotals].arrayvalue[index] <> 0) then
*code above*
endif
EDIT: Nevermind, still needs work, forgot it changes the ranks as soon as the skill points are empty. Ergh.
Last edited by Kendall-DM; February 24th, 2011 at 09:02 PM.
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