Feat scripting

Ideas and suggestions for game mechanics and rules.
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Ronan
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Feat scripting

Post by Ronan »

Figuring I'd get something done for ALFA today (I'm on spring break), I noticed a thread in the standards forum about feats. So I whiped up a quick acr_feat_i, tied it in with creature events, and added the +1 AC from the mind over body feat for arcane casters.

Then I thought, is it worth putting feats in their own script, with their own event handlers? I can't think of any easy way to encapsulate feats, they collaborate with just about every other system we've got. Cipher, what do you think, should they get their own script, or just be tossed throughout other event handlers?
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Rusty
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Post by Rusty »

Bear in mind that we may be looking to incorporate PRC2 material (at least, I'm keen to examine the possibility), particularly feats, spells, and PrCs, into ALFA, so we ought to look over their implementation before developing our own.
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ç i p h é r
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Post by ç i p h é r »

Hi Ronan. For the sake of consistency, we might want to create independent scripts for all feats. However, it might be cleaner to keep the passive feats in a global include file and the active feats in their own files, the difference being the latter fires a script to activate and the former does not. I can't say I have a strong opinion. You?

p.s. We'll have to shoe horn in PRC no matter what we do, I wager.
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