Is it customary to request more hooks or configuration to be added to sFall or it is all on the requestors? I am fine either way just don't want to invent a new process if one already exists.
Specifically, right now I am looking for following functionality/hooks:
SP awarded per level formula. It is not in Stats.ini now. Either adding configuration for it there or adding a level up hook which modders can intercept and override awarded SP should do.
Book functionality. Which skill each book affects and SP awarded computation. There is already Books.ini but it does not allow assigning multiple skills per book or select affected skill or calculate awarded SP amount, etc. The hook would be more flexible in this case.
Modifying derived stats on critters based on condition. There is
CombatTurn hook but I am not sure this is the right place for it as these combat parameters are also accessible outside of combat as well.
Mass modification of items/critters parameters. I guess easiest way would be to do it in loop but when? At game creation, game load, in files? Are there any hooks for such global modification purpose?
Modifying drug effects. There is Drugs.ini but it reads "Note: for vanilla drugs, you can only override the values of NumEffect and AddictTime parameters". Any hook that I can use to customize it?
UseObjOn can be used at use moment but how to control following timed effects?
Also I see Skills.ini uses the concept of "SP spent" in BasedOnPoints parameter. How does it work with skill advancement cost? Let's say initial skill 0% advanced to 125% for 150 SP (100 * 1 + 25 * 2). If BasedOnPoints=1 is it now at 125 cost thresholds based on 125% skill increase or at 150 cost threshold based on total SP spent?
Also how this "SP spent" or "skill advanced" values can be extracted in the script? Thank you.