Wait, scratch that. Nothing is talents. I'll use your action point system to start, maybe a talent to show the range of things.
Here's what I learned on IRC:
[08:06] <Chezzo_> I'm making a new talent that uses action points for moving and shooting. Once your action points are up, the monsters move.
[08:07] <@DarkGod2> well before doing the talents, did yuo make the action point system ?
[08:08] <Chezzo_> Would I need to make a talent to make the action point system, like the mana bar?
[08:09] <Chezzo_> Or could I use Fae's: function _M:useActionPoints(value) local value = value or 10 self:incActions(-value) -- Action points should never go below zero, but just in case if self:getActions() <= 0 then self:useEnergy() end self.changed = true end
[08:12] <Chezzo_> Does anyone know where the meat and potatoes behind the mana bar are in ToME? It can't ALL be in Misc.lua, right?
[08:14] <@DarkGod2> the manabar is not a talent
[08:14] <@DarkGod2> it uses a talent to know if an actor has it or not
[08:14] <Chezzo_> Oh, okay. Ah, I see.
[08:14] <@DarkGod2> you dont need that
[08:14] <@DarkGod2> and yeah take fae's code it looks like what you want
[08:15] <@DarkGod2> and you got to understand how things work
[08:15] <Chezzo_> So the talent I'm making, I want it to show where the character can move.
[08:15] <@DarkGod2> code is not magic; talents dont make stuff work jsut because, as in the exmaple you posted
[08:16] <@DarkGod2> if you want a talent to consume action pionts you need to maek the action point system and then define how points are spent in probably postUseTalent
[08:16] <@DarkGod2> jsut like it is used to remove mana in tome
[08:17] <@DarkGod2> as for moving .. why a talent ? just ahve your actor:move method remove an action point per tile
[08:17] <Chezzo_> Well, I want people to be able to plan their actions. See where there character can go.
[08:17] <Chezzo_> I figured the range on talents would be able to do that.
[08:17] <quicksilver> action point games often have an undo feature
[08:17] <@DarkGod2> why ? it's a tiled game; if 1 action = 1 move; it's obvious where you can go
[08:18] <quicksilver> you could use DG's magic chronomancy code for undo

[08:18] <Chezzo_> No, I want there to be many actions and many moves.
[08:18] <@DarkGod2> ???
[08:18] <Chezzo_> I want to make a tactical turn based roguelike with an action point system.
[08:19] <quicksilver> I think you missed dg's point
[08:19] <Chezzo_> Where you can move more than one hex, and attack more than once before the monsters move more than one square and attack more than once.
[08:19] <quicksilver> DarkGod2: but maybe it isn't obvious, maybe some terrains are more aps than others etc
[08:20] <Chezzo_> Thanks for your help!
[08:21] <@DarkGod2> well it sounds to me moving by a talent would be cumbersome; but whatever

[08:21] <@DarkGod2> and no talent range si not magical either
[08:21] <@DarkGod2> if you want it to understand yoru action point system you have to make it do so
[08:21] <Chezzo_> Could I use a talent to show the range?
[08:23] <@DarkGod2> well the right anwser to most quesitons will always be "yes"
[08:23] <@DarkGod2> or rather "yes, make it so"
[08:24] <@DarkGod2> I'l lgo back to my previous question: did you make your action system ? does it work ?
[08:24] <@DarkGod2> *then* you can think about how showing ranges and such
[08:24] <@DarkGod2> one step at a time; and in the correct order; lest you get lost
[08:24] <Chezzo_> Yeah, I'm using Fae's action point system.
[08:24] <Chezzo_> Okay. I gotcha.
[08:25] <Chezzo_> So moving takes an action point. I've got that down. Now I need attacking to take an action point.
[08:25] <Chezzo_> Yeah?
[08:26] <@DarkGod2> I imagine yeah
[08:26] <@DarkGod2> probably want your combat code to just call useActionPoint(1) ?