Whichever option I go with, I figured out how to implement it successfully.


In one of my Story Goal INIT sections:
Code
DB_LoneWolfAbility(CHARACTER_Player1,2,2);
DB_LoneWolfAbility(CHARACTER_Player1,3,2);
DB_LoneWolfAbility(CHARACTER_Player1,4,2);
DB_LoneWolfAbility(CHARACTER_Player1,5,2);
DB_LoneWolfAbility(CHARACTER_Player1,6,3);
DB_LoneWolfAbility(CHARACTER_Player1,7,3);
DB_LoneWolfAbility(CHARACTER_Player1,8,3);
DB_LoneWolfAbility(CHARACTER_Player1,9,3);
DB_LoneWolfAbility(CHARACTER_Player1,10,4);
DB_LoneWolfAbility(CHARACTER_Player1,11,4);
DB_LoneWolfAbility(CHARACTER_Player1,12,4);
DB_LoneWolfAbility(CHARACTER_Player1,13,4);
DB_LoneWolfAbility(CHARACTER_Player1,14,4);
DB_LoneWolfAbility(CHARACTER_Player1,15,4);
DB_LoneWolfAbility(CHARACTER_Player1,16,4);
DB_LoneWolfAbility(CHARACTER_Player1,17,4);
DB_LoneWolfAbility(CHARACTER_Player1,18,4);
DB_LoneWolfAbility(CHARACTER_Player1,19,4);
DB_LoneWolfAbility(CHARACTER_Player1,20,4);

DB_LoneWolfAttribute(CHARACTER_Player1,2,1);
DB_LoneWolfAttribute(CHARACTER_Player1,4,1);
DB_LoneWolfAttribute(CHARACTER_Player1,6,1);
DB_LoneWolfAttribute(CHARACTER_Player1,8,1);
DB_LoneWolfAttribute(CHARACTER_Player1,10,1);
DB_LoneWolfAttribute(CHARACTER_Player1,12,1);
DB_LoneWolfAttribute(CHARACTER_Player1,14,1);
DB_LoneWolfAttribute(CHARACTER_Player1,16,1);
DB_LoneWolfAttribute(CHARACTER_Player1,18,1);
DB_LoneWolfAttribute(CHARACTER_Player1,20,1);

DB_LoneWolfTalent(CHARACTER_Player1,3,1);
DB_LoneWolfTalent(CHARACTER_Player1,7,1);
DB_LoneWolfTalent(CHARACTER_Player1,11,1);
DB_LoneWolfTalent(CHARACTER_Player1,15,1);
DB_LoneWolfTalent(CHARACTER_Player1,19,1);


In the KB section:
Code
PROC
ProcLoneWolfAbilities((CHARACTER)_Player)
AND
CharacterGetLevel(_Player, _charLevel)
AND
DB_LoneWolfAbility(_Player, _charLevel, _abilPoints)
THEN
CharacterAddAbilityPoint(_Player, _abilPoints);

PROC
ProcLoneWolfAttributes((CHARACTER)_Player)
AND
CharacterGetLevel(_Player, _charLevel)
AND
DB_LoneWolfAttribute(_Player,_charLevel,_attPoints)
THEN
CharacterAddAttributePoint(_Player, _attPoints);

PROC
ProcLoneWolfTalents((CHARACTER)_Player)
AND
CharacterGetLevel(_Player, _charLevel)
AND
DB_LoneWolfTalent(_Player, _charLevel, _talPoints)
THEN
CharacterAddTalentPoint(_Player, _talPoints);


IF
CharacterLeveledUp(_Player)
AND
_Player.isPlayer()
THEN
ProcLoneWolfAbilities(_Player);
ProcLoneWolfAttributes(_Player);
ProcLoneWolfTalents(_Player);