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<blockquote data-quote="fireinakasha" data-source="post: 5374892" data-attributes="member: 97555"><p>If you're going the route of files, I would suggest looking at some modding community guides for Neverwinter Night 2DA files. (You don't need to know the game)</p><p></p><p>The idea is: Each 2DA file is basically a glorified spreadsheet text file. Each entry is its own line, each entry has multiple fields for different variables, separated by a space. All character options - feats, class ability, races, you name it - are listed in these entries with an associated ID number. Then, in the entry for each feat/class ability, there are fields for prerequisites. Like, let's say Two Weapon Fighting has a feat ID of 23 (I'm using 3.5 feats here, because I don't know 4e). Then, in the entry for Improved Two Weapon Fighting, the "required feat" field would read 23, and the "required dexterity" field would read 17, and the "required BAB" field would read 6. </p><p></p><p>The 2DA files also contain fields for other things. For instance, the "description string ref" field has an ID number linked to the file with the text blocks for different descriptions/names. So on and so forth. It's a pretty efficient system for cataloging the base skeleton of a feat system, and it makes it easy to add new feats as they are created, by just appending to the file.</p><p></p><p>The 2DA file system also might offer a solution for the factoring in the effects of feats. In the 2DA files for spells, there's a field with an ID for a script file. When you cast the spell, the game looks at that field and executes the associated script. I don't know how hard this would be in Java, but maybe you could do something similar for feats, where there's an ID to a file with some logic blocks to factor in the effect. Like with Weapon Focus, it could be something along the lines of "ongainfeat {weaponchoice = X} onweaponequip {if weaponequipped=weaponchoice then attack++}". Or whatever. Excuse my psuedo code.</p></blockquote><p></p>
[QUOTE="fireinakasha, post: 5374892, member: 97555"] If you're going the route of files, I would suggest looking at some modding community guides for Neverwinter Night 2DA files. (You don't need to know the game) The idea is: Each 2DA file is basically a glorified spreadsheet text file. Each entry is its own line, each entry has multiple fields for different variables, separated by a space. All character options - feats, class ability, races, you name it - are listed in these entries with an associated ID number. Then, in the entry for each feat/class ability, there are fields for prerequisites. Like, let's say Two Weapon Fighting has a feat ID of 23 (I'm using 3.5 feats here, because I don't know 4e). Then, in the entry for Improved Two Weapon Fighting, the "required feat" field would read 23, and the "required dexterity" field would read 17, and the "required BAB" field would read 6. The 2DA files also contain fields for other things. For instance, the "description string ref" field has an ID number linked to the file with the text blocks for different descriptions/names. So on and so forth. It's a pretty efficient system for cataloging the base skeleton of a feat system, and it makes it easy to add new feats as they are created, by just appending to the file. The 2DA file system also might offer a solution for the factoring in the effects of feats. In the 2DA files for spells, there's a field with an ID for a script file. When you cast the spell, the game looks at that field and executes the associated script. I don't know how hard this would be in Java, but maybe you could do something similar for feats, where there's an ID to a file with some logic blocks to factor in the effect. Like with Weapon Focus, it could be something along the lines of "ongainfeat {weaponchoice = X} onweaponequip {if weaponequipped=weaponchoice then attack++}". Or whatever. Excuse my psuedo code. [/QUOTE]
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