As a forewarning I’ve never dove into any established code-base.
Is there any tendency to hard-code skills and spells, or would they be scripted with some sort of behavior hierarchy?
Right now I am leaning toward and trialing a scripted setup where skills are not coded, but rather built in game like an editor, including skill name/level and such simple definitions, as well as specific requirements, behaviors and attributes.
So one part of the code would define a behavior of a healing spell, with flags/values that dictate one target, multiple, power of the spell, mana consumption, etc – so the one piece of code would supply that behavior to any spell in the in-game editor an admin wants to add it to — There may be a dozen different healing spells based on many combinations or magic types (not just healing, but perhaps a holy spell, necromancy spell, etc, such as a blood siphon spell that both damages and heals).
Any hoot, just curious what folks have driven toward for that dynamic approach rather than hard-coding hundreds of spells/skills (I have a lot mapped out in excel right now).