I just read the change log for T3 Alpha 9 and it says U powers are disabled. How will mod makers code in racial powers? Only I have lots of races will racial powers (fireball, mindblast etc) and they must have them.
Thanks in advance
DarkGod: The "good" way would be to make them abilities and bind a mkey to them. Now if you have too many this can be .. too much
In which case making a powers system would not be much hard anyway(check out scripts/subsystem/souls.lua in Bone to be Wild for an example of how to make something like that, although not the same)
CosmicGerbil: Cool, thanks for telling me that
Will I be able to make the meta keys race specific? (e.g. so that only the mindflayer has mind blast), cos no other races should have that.
BTW, I like the new name "The Emerald Sword". Is it named after a Rhapsody song?
DarkGod: Lol yes it is
CosmicGerbil: Cool, I love Rhapsody
BucketMan: Of course....there's also the 'bad' way: rip its guts out and make your own. For an example of that method, see Dragonball T. It's had it's own set of 'U'se powers for a little while now. At the moment I'm cheating and using the dialogue subsystem for the menu handling, but that will probably evenatully change over to its own menu.
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NeilStevens: I think the whole concept of 'racial powers' here, in the page title, is flawed. I'd just use abilities for those.
CosmicGerbil: Can I code in abilities that can be available for only one race? Like a mind blast ability? Or if that's going to be really complicated, can I experiment with your code BucketMan *looks nicely at BucketMan*
Thanks for all the help dudes
NeilStevens: I know it's possible to set skills as hidden, so that you can't go to the skill screen to see them and buy them. It ought to be the same for abilities.
CosmicGerbil: OK then, thanks dude
I will have a play around with the code and see what I can do.
BucketMan: Yes, my favorite Gerbil, you may most certainly experiment with Dragonball T. :P Just be forewarned that while some of the code in DBT is clean, some of it is extremely kludgy. if you look at somethign and coan't figure out what I was thinking...it's possible I wasn't. When in doubt please ask.
To hide abilities, I think it's:
ability(AB_FOO).hidden = true
The only trick is where to put it. Last I tried to include the 'hide' lines near the ability declarations themselves it didn't work out so well. Since you'll be tinkering with Dragonball T anyway, there should be a functional example of hiding abilities in dbtstuff.lua.
CosmicGerbil: Thanks BucketMan, that's great
I learn stuff much easier if I have example code to look at. (That's how I learned Lua in the first place). Thanks again
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