FYI: The latest VS update broke things. I was able to get temple+ to build and work again by making sure EA_HAVE_CPP11_INITIALIZER_LIST gets defined and commenting out a couple lines in some dependency header files.
I guess you'd have to alter the enlarge effects. I did something similar with model scale. The messy part could be finding out where in the engine it looks up size and in what method.
I wanted to get your opinion on something Sitra: I was thinking of changing the feats file reading code such that the child feats could be added in the same file as the parent. This would be useful for creating feats like power critical that have lots of child feats. By default the child feat would start with the same values as the parent (but the flags field would not have the master flag set) so less information would have to be entered. It would look something like: name: Power Critical flags: 13107200 prereqs: 266 4 description: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat. prereq descr: BAB 4, Weapon Focus with weapon name: Power Critical - Gauntlet prereqs: 266 4 1417 name: Power Critical - Unarmed Strike Medium Sized_Being prereqs: 266 4 1418 ...
Thanks for the advice. I'll see about doing that. I think I could generate the feat info on the C++ side in LegacyFeatSystem and handle the implementation in python. That would probably work pretty well.
Yeah it's sthg i always wanted to get around to. Also worth considering making it possible to accommodate weapon groups a la pathfinder.
I pushed it to github. I had one issue though with the log system. It is hard coded to use one bonus list for the attack and the confirmation. It seemed like a serious rewrite would be required to fix it so I dealt with the log being a bit off. I added a note about the log issue in the feat description. Here is what the log looks like with power critical.
I was looking at far shot and I am pretty sure it is not working. Is that a know issue? I was thinking about fixing it.
I think it was done by Ted, implemented by manually increasing weapon range via script when the weapon is equipped.
Is that fix part of the co8 mod pack? I'll test some more but far shot does not appear to work for thrown daggers with temple+.
I see the code in the co8 modpack that implements far shot. I'll see if I can figure out why it didn't seem to be working for me. Would it be possible to modify the script for temple+?