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guess i'm not seeing it...It's the same deal as levels, but slightly more complex. To compare the xp values i would need to duplicate the possible states into a state machine since there is no XPGT(S:Global).
personally i don't see why a player would want to use thief skills on more than one party member. they could always have a thief join the party if they want a backup. make the mod protagonist only...
that said, I'd use some combination of these
0x4094 Level(O:Object*,I:Level*)
0x4095 LevelGT(O:Object*,I:Level*)
0x4096 LevelLT(O:Object*,I:Level*)
0x40C3 XP(O:Object*,I:XP)
0x40C4 XPGT(O:Object*,I:XP)
0x40C5 XPLT(O:Object*,I:XP)
to determine how many skill points total need to be offered on first use of the mod, set a global equal to the level.
then when level goes up and global is one under offer normal level up amount of skills to be spread about.... Else just ask the player at install time how they want to spread the skills at each level up. Either one set for all or a different spread for each level up. then preset the effects to apply as they chose.
but i understand you want in game choices instead...