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Author Topic: Class/Power Integration  (Read 759 times)
pogorobot
Survivor

Posts: 15


« on: February 13, 2010, 07:44:22 AM »

It ought to be smoother to make a class, and then make a bunch of powers tied to that class.

The class builder should automatically assign powers that have the same class name to the correct slot, and the power builder should get the data about power sources, primary ability scores, and maybe weapons/implements.

In fact, it would be nice to set up some kind of default attack power template for a class, that everything starts from.
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LoganB
Developer
Posts: 103



« Reply #1 on: February 15, 2010, 01:30:55 AM »

I'm all for making the program easier to use, but I don't quite follow. It would be possible to make the Class Creator read power data, and then place powers automatically in their correct level band. I'm not quite sure what you mean by attack power templates. Could you elaborate?

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pogorobot
Survivor

Posts: 15


« Reply #2 on: February 15, 2010, 02:28:15 AM »

I'm just thinking, attack powers from a single class tend to share a lot of characteristics. They usually all have the same ability score, weapon / implement requirements, and power source, for example. If you could define a generic class power to use as a template, then all subsequent powers you make for that class could default to that power's values, and then you just have to modify those defaults, which should theoretically be faster than starting from scratch.

A lot of this happens anyway when you make a new power by modifying an old one, but I've made a few errors now where I forget the last power had some goofy extra keyword or something, and the next five powers get it too, even though it's not appropriate.

Related: I notice that when you change a power, that change doesn't necessarily propagate to a class that uses that power. Which seems potentially awkward, if you're making substantial revisions.
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