Well... F#ck...

I've added more comments to MC Setup code and updated it quite a bit in general. It can now also call labels for extra stories and to apply possible effects. If the labels do not exist, they will not be called.
One of the problems is that this system was designed from a perspective of Gismo (Graphics) with complete disregard to mechanics or content. That resulted in a very complicated code setup for something that looks innocent enough.
There are four "variables" that we work with:
1) Main General # Fathers Main Story.
2) Main Sub # Fathers Sub Story
3) MC General # MCs Main Story
4) MC Sub # MCs Sub Story
called in this order. Obviously Main General/Sub
does not have to be a fathers story. Given a different Header and Texts, it can be anything at all.
Same for MC... It can be anything at all as well.
There is currently no way of adding base classes because I am not even sure how to handle that, best way is prolly to bind one class to Main General and another to MC General. If both end up being the same, game will simply double up on the effects of the base class following the normal logic, but I wanted to ask if that is a sound idea before coding that in.
So, decisions to be made:
1) How do we handle main classes?
2) How do we handle potential level-ups?
- These two can be done only once by my code and cannot be processed in labels for a simple reason that we require base-class and a properly leveled character in order to apply other bonuses to it (stats, skills, items). Possible solution is to allow each of the four options to carry an optional "level" and "baseskills" fields or expect specific options to have such fields and throw errors if they do not.
3) What are base stats for the character? (like push normal stats to 50% of the maximum allowed automatically and apply bonuses in labels)
4) How do we handle possible collisions of contents set in different labels?
- It can be done by careful design of each tree maintaining complete freedom of content at cost of consistent design or by setting up guidelines of what each label is supposed to do doing the opposite.
5) Do we allow other (none based) traits (sensible traits) to be applied to the MC?
- This can be done in labels since normal trait effects are applied on per level basis retroactively.
6) Do we agree on any specific guidelines for maximum amount of bonuses allowed and some way to calculate that?
- This would be very difficult to do for everything... still this needs to be addressed.
7) ...anything else?