   Storing attack information
  I need a list of RPG spells, which I have composed of effects classes. Damage effects, healing effects, status effects, etc.How should I go about storing the information, info like a lightning spell does X + 75 damage, or that the bio spell does 20 damage and poisons? A database? A textfile? In the code itself?Edit:This is in C++   
  How about an AttackInfo class that stores the attack information and then you push it into a vector. I think there is no need to store that info to a database/file. Although I don't know what kind of game you are writing, but I think there is no need to store these infos any longer than a single game session.class AttackInfo {    public:   AttackInfo(std::string msg, Monster *monster, SpellEffect *effect, int dmgAmount);   std::string m_strMsg;   Monster *m_pTargetMonster;   SpellEffect *m_pUsedSpell;   int m_nDmgAmount;};..void attackMonster(Monster *pMonster, SpellEffect *pEffect, int dmgAmount) {    //returns std::vector<AttackInfo*>    getAttackInfoList()->push_back(new AttackInfo("Critical hit!", pMonster, pEffect, dmgAmount)));}Something like this?Regards,zEeLi   ;  I agree with zeeli. I see no problem with hard coding that information into the game. If you want more than one effect per spell consider using a linked list.However only hard code the spell information if you intend to leave it alone. If you want a more dynamic approach store it in a file. Just don't forget to encrypt that! Many games do in fact store the spell data separately from the game executable this allows them to update and tweak values more efficiently.   