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Weapons of Legacy Infrastructure #1146
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Greetings |
Great, thank you. ad 1: I think it would work to use |
Managed to check, it's just in my homebrew files. I have templates that can be freely added to characters that grant the virtual feats (defined as abilities) as they achieve the various 'unlocks', and the equipment uses various PREVARs to update the weapon based on those feats. An example of (bits of!) one are below, though this campaign hasn't been used for a few years so I'm not sure if it's fully up to v6.8 specs, but should suffice to get the idea. legacy_template: legacy_ability.lst: legacy_equipment.lst |
I have these four: coded up and could add to Bahamuts source if that helps |
I have been looking at Bloodcrier's Hammer to test out a template that can be reused for multiple weapons. Things mostly work, but I can't figure out how to automatically ADD the Personal Costs (Bloodcrier's Hammer, X) abilities. I can add them manually in the misc tab, but I think that makes it easy to forget. I also have to rethink the prerequisits, to apply the boni one needs to have the feat and the personal cost. (Currently I am only checking for the feat). |
Templates I think are the way |
After some testing I now think that CHOOSE:ABILITYSELECTION in the Legacy Feat is probably not the way to go. Taking the feat adds the internal ability as intended, but this ability is not removed if the feat is lost (which can happen during gameplay) and is left without a (simple) way of removal. The CHOOSE dialog also seems to prevent the ADD: dialog from being displayed. The proposed templates still requires individual least/lesser/greater Legacy for every single weapon that show up in the feat list, correct? It might be the safest way of adding the abilities and would fix the ADD problem, but it will generate a large number of feats (weapons of legacy alone has 48 items, so 144 feats). My approach technically only needs individual Least Legacies, since Lesser and Greater don't grant any additional abilities (this would save space on the feat list at the cost of inconsistency when selecting the feats). I'll implement this later today and test it out. Adding the penalties to the Legacy feats is probably correct in 99% of cases, but the "Sever Legacy" spell exists, which could leave a character in a state where it still takes the penalties while not having the feats. Renouncing the legacy is an option at that point, but characters may want to avoid paying 1000gp and regain the legacy feats directly. It's a pretty narrow edge case, not sure how much effort should be spent on it. (To perfectly cover all cases, each level of penalties would have to be in a separate ability, that way the character can stop gaining new penalties on a levelup when he lost Legacy feats, while retaining already applied penalties. There will also be some trouble with penalties that require user choices, e.g. a caster class selection for lost spell slots.) |
I weigh the options between keep it simple, and versatility (complexity). If a decision needs to be altered easily, then more complexity is usually the answer. If you feel driven to do a complete perfect coverage, then do so. I usually aim for the 90%. What is going to happen 90% of the time or be required and cover that. Edge cases can be easily written in as notes in the program. My advice is to spend the limited time you have to coding the most likely situations. |
Well, I want to make sure all the common cases work well before diving into edge cases created by specific items. I think in my most recent push I have come up with a system that handles the entire thing quite well (explained in detail in the wl_abilities comments) The idea is to handle personal costs in an ability pool. Every cost line gets an ability (or multiple abilities) in that pool and points are added on levels in which costs need to be paid (This makes the pool show up on the Todo list in the PCGen Summary Tab). Each cost ability after the first requires the preceding ability to be selected, so costs are paid in order. Adding the cost ability applies the penalties and increases an internal variable that stores up to which level legacy abilities costs have been paid for. The main legacy item ability then grants individual legacy abilities based on the minimum of total class levels and level of costs paid. Removing the Legacy Feat(s) or the item itself removes all the legacy abilities, but the personal cost pool remains. In that case, a warning indicates that too many cost abilities have been selected, but they will still be applied. So far I implemented Bloodcrier’s Hammer, which works without problems. But i'll have to test out all the other possible cost abilities. Global penalties (Skill Check, Caster level, Manifester level) should be fine, but Skill Point Loss and Spell Slot Loss will need a bit more work. |
Ok, i am pretty much finished with a system that can implement all named legacy items in the book. I am currently taking a jab at the Legacy Champion class and the problem of basically advancing 2 classes at the same time. Here's my proposal to get things to (kinda) work:
It's not pretty, but it gets the right values onto the character sheet. Still, I'm not sure if this is too wonky to be added to the dataset. Any comment on this would be appreciated. I'll create a pull request with the class and 3 demo legacy items in the next few days (Planeshifter's Knife is already fully implemented here) |
Created a pull request for review. ToDo: If this is approved there'd still be 45 legacy items in this book to implement, as well as most of the ability exchange options of the Legacy Champion. (Also around 20 or so items from other sources) |
comments were added with PR merged. |
Thanks for the feedback.
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Quick update on this. I have collected the data of all published weapons of legacy (there are a handful spread in other books/scenarios) and am still working on the script to turn everything into pcgen files. |
I got the files done and am testing the items to make sure nothing breaks. |
Hmm, I seem to missed the question here @jonovotny. I place global items in the universal folder of the root system. For 3.5e items, the option is either the shared folder or universal_rules. Whichever seems to be the most appropriate. Shared has to be called from the pcc file specifically, while the universal is loaded with the core set automatically. |
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…On Sat, Aug 17, 2024 at 8:27 PM Bahamut ***@***.***> wrote:
Hmm, I seem to missed the question here @jonovotny
<https://github.com/jonovotny>. I place global items in the universal
folder of the root system. For 3.5e items, the option is either the shared
folder or universal_rules. Whichever seems to be the most appropriate.
Shared has to be called from the pcc file specifically, while the universal
is loaded with the core set automatically.
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I am currently working on the Tome of Battle files and the book includes some legacy weapons.
It seems like there is no support for Weapons of Legacy yet. (Apart from the display Feats in the weapons of legacy source)
I am willing to put some work into this, but want to check how to best approach this to fit with the rest of the dataset.
There are 3 main components needed:
Looking forward to feedback on this.
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