In one way you presented skills and in other stats so it is hard to understand you.
But IMHO there should be stats/skills which would raise when we use them so when we use sword our strenght and sword skills raises when shield vitality and shielding when bow dexternity and bowing etc.
This part of the tree of talent I understood.
Not well understood, but to understand, you want to put the 2 in the game, and add to each level a part of attributes and the skill being trained.
BTW the system like I mentioned is in my Open source file - when we fight with weapons our strengh raises when we are hurt our vitality raises also when we fight our dexternity raises.
Intelligence was for spells which I didn't make so far.
At the moment i'm unsure. As i've looked at how its done using active picture objects and am alittle unsure of how they work. It depends on how compatible Master Maker's work will be. Its definatly an interesting way that it works and have learnt alot from it.
Main Folders (0 level) are ID of group (Helmets, Armors, Weapons etc.).
Subfolders in them (1s level) are named by IDs of proper objects set with them in main folders (in which there are graphics and items statistics) and those subfolders contain next subfolders (2nd level).
Those 2nd level subfolders cointain next folders for proper hero direction (folder name is hero direction number) and those 3rd level folders contain graphics which names are movement frames number.
And graphic item address is set like that for inventory
Group ID\Item ID.GIF
For items on hero
Group ID\Item ID\Hero Direction\Frame Number.GIF
And it worked in MMF 1.5 with out any bugs or invisibility but in MMF2 something is wrong and it bugs a bit ehh
Or something in this style (I'm writing it from my memory not source but I think that I build it in such way).
We are going for the 10 points every level option to improve on the core attributes.
STR = 23
DEF = 10
INT = 5
DEX = 8
SOR = 6
But do we really need them all and what do they do?
Remember, this engine will work based the dmg and speed of the weapon equiped, so how will things like strength work along side them.
If your equiped armor works as your defence, does the DEF attribute give an addition Defence percentage. Or will Armor and DEF be two seperate things all together.
So imagine your pick up a Helmet and its stats are
I think that it should be taken apart as a bonus. For example STR for health and DMG (not for shooting weapons where dexterity would be needed) Dexterity for defence and dodging and Intelligence for spells and mana.
And their value should be determinant for weapons etc (youngster with low STR will carry a heave sword but it won't use it proper so for example it should be something like.
(Current Strength/Needed Strength)*Weapon Damage
Or if you want except Weapon Damage 3/4 Weapon Damage + random (1/4 Weapon Damage + 1) so it could be for example Long sword - needed strength 30, our strength 20, and weapon dmg 20:
(20/30)*20 = 66%*20=13 1/3
or
(20/30)*(15+random(6)) = 66%* (15 to 20) = 10 to 13 dmg