Talents Requiring Other Talents -NOT- Be Known?
Posted: Wed Aug 25, 2010 6:02 am
There may be a really obvious way of doing this that I'm just full-on missing.
The thing I'm currently up to in fleshing out my module is the skill tree structure for the classes. What I seem to be getting hung up on is that several of the classes have a fair number of "Mastery" abilities available to them, which are meant to significantly boost a specific type of functionality, but choosing one restricts you from all the others.
The example of this I'm currently looking at is the Elementalist class. They have five spell elements: Fire, Water, Wind, Earth and Electric, each of which has a Mastery associated with it, which boosts each of that element's spells, as well as being prerequisites for the two "ultimate" abilities from that element. (There's a sixth Mastery, Flow Mastery, that counts as a level in each but can only be raised half as high and doesn't open any ultimate abilities). Once one Mastery is chosen, the other five (and anything which have them as a prerequisite) are forbidden to the Elementalist.
Problem is, the "talent" field in the requirements table only seems to be able to support requirements where you need to have levels in a talent, not where you need to have no levels in one. Is there any way around this? I seem to recall seeing ToME doing something with "hidden" talents somewhere, and that seems like it might work if I knew what it was doing. So would overloading ActorTalents:CanLearnTalent to add support for another requirement type, I think, if I understood the structure of Lua well enough to know how to do that.
The thing I'm currently up to in fleshing out my module is the skill tree structure for the classes. What I seem to be getting hung up on is that several of the classes have a fair number of "Mastery" abilities available to them, which are meant to significantly boost a specific type of functionality, but choosing one restricts you from all the others.
The example of this I'm currently looking at is the Elementalist class. They have five spell elements: Fire, Water, Wind, Earth and Electric, each of which has a Mastery associated with it, which boosts each of that element's spells, as well as being prerequisites for the two "ultimate" abilities from that element. (There's a sixth Mastery, Flow Mastery, that counts as a level in each but can only be raised half as high and doesn't open any ultimate abilities). Once one Mastery is chosen, the other five (and anything which have them as a prerequisite) are forbidden to the Elementalist.
Problem is, the "talent" field in the requirements table only seems to be able to support requirements where you need to have levels in a talent, not where you need to have no levels in one. Is there any way around this? I seem to recall seeing ToME doing something with "hidden" talents somewhere, and that seems like it might work if I knew what it was doing. So would overloading ActorTalents:CanLearnTalent to add support for another requirement type, I think, if I understood the structure of Lua well enough to know how to do that.