yea thats pretty much what i meant...
i just tried to come up with an idea that would be a little more user friendly and at the same time at least put some delay on the ctd thats caused by cluttering the conversation window.
its true that when playing without the cheat you probably won't make it happen during normal gameplay. but some people like to save their points for later and with a max of 300 points it could happen. also theres the 'character creation' where you could theoretically move an infinte amount of points around.
thats why i added that only the skill you are currently raising/lowering should be updated with the new value and shown, and not the entire skill list.
for example: ( '<' is the question '>' are your choices and '->' is the one you pick)
< you have 0 parameter points and 0 skill points what kind of statistic would you like to change?
> parameters
> skills
> nothing, i'm done with the character creation process.
-> parameters
-------
< physical or mental parameters?
> physical
> mental
> back
-> physical
-------
< which parameter would you like to change?
> HP: 100
> energy: 100
> strength : 80
> agility: 70
> dexterity: 50
> stamina: 80
-> stamina
-------
< your current stamina is: 80, you have 0 points left to spend on parameters
> raise
> decrement
> back
-> decrement
-------
< your current stamina is: 79, you have 1 point left to spend on parameters
-> decrement
-------
< your current stamina is: 78, you have 2 point left to spend on parameters
etc.
-------
that way you wouldn't have to display the list of parameters for every single point you add/remove and you could more easily adjust a character to your personal needs without getting a ctd (as it is now, i'm crashing after removing and then adding 30-50 points)
also note that i put the list of the parameters only in the players response, marked by '>' and not the actual conversation window.
that should also reduce the cluttering of the window quite a bit, as only the one you pick gets printed to it.
now i don't know if you can actually show the value of the players statistics in the response. if this is possible then i think it would be the most effective way to do it. if not you might still do it that way, but include the choice to have your stats printed to the conversation window...
< which parameter would you like to change?
> HP
> energy
> strength
> agility
> dexterity
> stamina
> show current parameters
also i have divided the parameters into physical and mental because as we know, you can't fit them all into the same dialog, and this would allow making a somewhat informed choice without having to look at the first half of it, and then have 'more' as a response to see the other half, i just pulled physical/mental out of my a$5 ... you could use class/nonclass or something else, whatever you prefer. the main idea is that you don't have to view the whole list upfront to make your choice.
on a sidenote: i didn't have much luck in getting the model exported yet... i have spent some time making a new one from scratch with less polies on it to rule out the fact that a too high poly count may be causing the crashes. i should be able to finish it and try again tomorrow.
Last edited by MoreDread; 07-22-2010 at 12:00 AM.
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