If it helps, I have a general idea of how I wish to create the system for
the spells and skills, perhaps forcing certain skills (dodge, etc) to become
a seperate system. I was wondering more as to the best ways to integrate it
without causing a huge cost of memory and/or processor usage. If I were to
load up that much plain text into memory, well, I'd wanna tie it to zlib,
but then it'd cost in cpu time. I was considering working with a plain text
editor which converts to binary in memory and saving, and back to plain text
for editing. Switches, bools, and enums could take care of the hard parts of
binary and back, as well as actual usage. I want to keep the 'front-end'
simple enough for coders to understand (people who refer to themselves only
as coders are, imho, not *usually* programmers). Something of similar style
to mprogs, but with more flexability. As per how to run through affects of
that nature, what would be the best way to access an array of spells each
tick, which are on objects/mobs/players. I have general ideas as to what I
want to do, and would be willing to sit and type it all out if anyone would
be interested in seeing it. I want to keep the language as in-game as
possible (and wouldn't mind the hassle, trouble, and valuable experience of
learning to create a programming language).