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"Racial" abilities
Posted: Fri Aug 22, 2008 8:25 pm
by John Adams
I noticed we may be missing a table/structure to support "Racial" abilities - that is, the bonuses each race might receive such as :
Code: Select all
Reflexive Landing Kunark poses many vertical challenges to its inhabitants. The Sarnak have adapted and learned to fall greater distances. Enhancement that reduces falling damage by 25%.
Hover Allows the dark elf to slowly lower themselves from high places.
Troll Gourmet Their creations might not be tasty to some of the other races but the trolls love to cook nevertheless. Trolls gain additional skill in provisioning.
etc...
LE, will we lump these in with "skills", or create a new structure for them?
Posted: Fri Aug 22, 2008 8:57 pm
by paulgh
Since some racial abilities really are spells, I think it makes sense to have them all that way. Your examples would be a good use of 'type' 4 spells (see my reply in mastery_skill thread).
Of course, they won't work properly until there is support for them. I'd be tempted to try coding it myself, but c++, classes, and templates etc. make my head hurt. Simple C and/or assembly is my limit.
Posted: Fri Aug 22, 2008 9:07 pm
by John Adams
Taking the Sarnak Gourmet as an example though, that is not a spell or ability - it's a racial trait that is passive. Do you think these are quietly "cast" on the player, just not displayed? I always thought they simply were a point boost to some attribute that was permanent.
Posted: Fri Aug 22, 2008 9:47 pm
by paulgh
My thought would be to have them all be spells, just to keep them all together. All that should be required is a function to auto-cast type 4 (passive) spell upon acquisition, or revival. Also they will need to either not be placed in the knowledge book, or placed in a non-displaying section. It will also need to be excluded form maintained spells, and spell effects windows.
Posted: Sat Aug 23, 2008 6:31 am
by LethalEncounter
paulgh wrote:My thought would be to have them all be spells, just to keep them all together. All that should be required is a function to auto-cast type 4 (passive) spell upon acquisition, or revival. Also they will need to either not be placed in the knowledge book, or placed in a non-displaying section. It will also need to be excluded form maintained spells, and spell effects windows.
That is how Live does it. They are cast when the player zones. But I thought that ever passive abilities were put into the spell book, is that not correct?
Posted: Sat Aug 23, 2008 7:15 am
by paulgh
Hi LE,
I just logged on to live to check. I could find none of the passive spells in my knowledge book, only in the achievements window.
BTW, appreciate is a weak word, but I appreciate all your efforts on this project.
Posted: Sat Aug 23, 2008 8:22 am
by LethalEncounter
paulgh wrote:Hi LE,
I just logged on to live to check. I could find none of the passive spells in my knowledge book, only in the achievements window.
BTW, appreciate is a weak word, but I appreciate all your efforts on this project.
OK, I guess the code will just have to handle them a bit differently. As for my efforts on the project, thanks for your kind words.