Author Topic: Feats  (Read 2077 times)

Offline agrippa

  • Acquaintance
  • *
  • Posts: 27
    • View Profile
Feats
« on: November 25, 2008, 07:14:17 am »
I notice in the "powers" directory there is a sub directory called "feats" (presumably intended for powers for non-magic using classes).  How do I go about creating feats or is it not supported out of the box (IE - will I have to create feat.c similar to spell.c and define what I want there)?

Thanks!

Iain

Offline cratylus

  • Your favorite and best
  • Administrator
  • ***
  • Posts: 1022
  • Cratylus@Dead Souls <ds> np
    • View Profile
    • About Cratylus
Re: Feats
« Reply #1 on: November 25, 2008, 08:13:10 am »
Quote
How do I go about creating feats or is it not supported out of the box

Short answer: not supported yet.

A while back I realized that I didn't like the idea of
cleric powers being called "spells" if the verb for them
was going to be "pray" rather than "cast", so I set about
separating prayers from spells. In the process I realized
that there were other powers that I wanted to add later,
and so I made those directories, for me to fill in later.

So that's why you see those dirs without stuff in them...
they're placeholders. The *reason* I haven't made them
yet partly has to do with my noticing that it's not trivial
to implement new combat-integrated powers in a way that
is straightforward and intuitive. It requires a little
planning and forethought, and I just haven't got to it yet.

But yes, it's definitely on the roadmap...just not
scheduled for anytime super soon. In the meantime what
you can do is just code commands or verbs that are
valid only for a specific class. That is simple, can be
done now, and It Just Works.

-Crat

Offline agrippa

  • Acquaintance
  • *
  • Posts: 27
    • View Profile
Re: Feats
« Reply #2 on: November 25, 2008, 11:22:45 am »
Thank you!