Well...basemod just represents global content, right? So if there are any system dependencies on this info (likely for spawning and/or AI), it would need to make it in there.Ronan wrote:Never thought we'd want these in the basemod?ç i p h é r wrote:Creaure Tribes
No rush. I don't see any need to introduce crafting materials and components until we have a use for them. So unless I've missed something, there doesn't appear to be any need to even create these just yet.Ronan wrote:More than that...ç i p h é r wrote:Craftable Materials/ComponentsCrafting feats and skills as well. It doesn't look like anyone has really made any sort of initiative on the crafting effort, and as I said I don't have time. Hopefully someone will, but it seems pretty iffy right now.
Up to standards, but if they are to be used, they need to use the proper variables so they can be applied at rest time. Presumably, these will require tag-based scripts, though we may need to confirm that as well.Ronan wrote:There aren't too many non-magical things with healing properties out there. One thing we were discussing in standards is less need for herbs and the like if we distribute priests with spells of proper pricing (5gp * caster_level * spell_level, ie 5gp for a CLW).ç i p h é r wrote:Healing Properties
Bear in mind, that list was just what was on the top of my head. Rusty, please make sure you go through the items thread in this forum and flush out what hooks we may need for items. I suggest we do the same for creatures and any other content we intend to create globally so we don't overlook anything. That's why we spent the time discussing and organizing these things before hand, though obviously we didn't take it as far as we ideally could have. (any relevant info should be in stickies)
Anyway, just wanted to mention this now so we avoid rework later.