That would explain it actually. Since we created stock techniques as a starting framework for "beginners", they would be assigning id numbers like 2 or 6 to their first techniques. Endurance is definitely tech 0, since it's going to be the "get more hit points" technique.
when 0 then return ["Endurance", 1, 0, true, false, 0, [1], "Hit Point Bonus"]
when 1 then return ["Dodge", 1, 0, true, false, 0, [3], "Avoid Attack"]
when 2 then return ["Swords", 1, 0, true, false, 0, [6], "Use Swords"]
when 3 then return ["Willpower", 1, 0, false, true, 0, [2], "Spell Point Bonus"]
when 4 then return ["White Magic", 1, 0, false, true, 0, [35,36,37], "Protection and Healing"]
when 5 then return ["Black Magic", 1, 0, false, true, 0, [38,39,40], "War and Death"]
when 6 then return ["Stealth", 1, 0, true, false, 0, [32], "Avoid Detection"]
when 7 then return ["Perception", 1, 0, false, true, 0, [30], "Percieve Reality"]
when 8 then return ["Guns", 1, 0, true, false, 0, [11], "Use Guns"]
when 9 then return ["Block", 1, 0, true, false, 0, [13], "Block Attacks Unarmed"]
when 10 then return ["Parry", 1, 0, true, false, 0, [14], "Block Attacks With Weapon"]
numbers may change later, but for now the goal is get at least ONE tech to do something. Two questions:
how can we "auto fill" some techniques, so when the battler says "hey you can use this weapon... but uh... you don't have a technique for it.. here ya go... you get tech[6 or whatever] at level 0... happy hunting"