I've got the feat support added to the d20 Fantasy game settings file. It is in the gallery
here. I'm still working on the editor, so you will have to edit it with a text editor. Unzip the file and look for the file property/database/feat.rpdat. At the bottom I added two feats. You can just copy them and edit them for your own feats (see code below). If you have a long description/benefit/normal/special element be sure to keep it on one line. If you don't, you get weird spaces in the display components.
The Acrobatics feat has modifiers defined for it. You can add modifiers to the file named property/database/modifier.rpdat. At the bottom of that file you will see the 2 modifiers for the Acrobatics feat listed above (see code below). Only feats that change one of the properties listed in the property/propertyDescriptorSet.xml file need modifiers, the rest can ignore them. Feats and modifiers are tied together if they have the same <modifierSetName> element.
When you want to test your edits just zip up the directory where you unzipped the game settings file originally and then you should be able to load it into CT or IT. Try to keep the feats from the different source books separate using <!-- xml comments -->. This way I can split them into separate source files later. The next build of CT & IT will support selecting multiple source files to load along with the base game file.
Details for the file layouts are in the Adoptors: threads in the Character Tool forum. If you have any questions don't hesitate to ask me here or on AIM. And thanks again for your help!
Feat definitions in property/database/feats.rpdat:
Code:
<feat>
<name>Acrobatic</name>
<type>General</type>
<description>You have excellent body awareness and coordination</description>
<benefit>You get a +2 bonus on all Jump checks and Tumble checks.</benefit>
<modifierSetName>feat.acrobatics</modifierSetName>
</feat>
<feat>
<name>Exotic Weapon Proficiency</name>
<type>General</type>
<description>Choose a type of exotic weapon, such as a dire flail or shuriken (See table 7-5: Weapons, page 116, for a list of exotic weapons). You understand how to use that type of exotic weapon in combat.</description>
<prerequisiteText>Base attack bonus +1 (Str 13 for bastard sword or dwarven waraxe).</prerequisiteText>
<prerequisiteMet>gte(root.baseAttack, 1)</prerequisiteMet>
<benefit>You make attack rolls with the weapon normally.</benefit>
<normal>A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.</normal>
<special>You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat it applies to a new type of exotic weapon. Proficiency with the bastard sword or dwarven waraxe has an additional prerequisite of Str 13. A fighter may select Exotic Weapon Proficiency as on of his fighter bonus feats.</special>
<optionRequired>'exotic weapon'</optionRequired>
</feat>
Modifier definitions in property/database/modifier.rpdat:
Code:
<modifier>
<name>feat.acrobatics.0</name>
<appliedTo>jump</appliedTo>
<modifierSetName>feat.acrobatics</modifierSetName>
<source>Acrobatics</source>
<bonus>2</bonus>
<stack>false</stack>
</modifier>
<modifier>
<name>feat.acrobatics.1</name>
<appliedTo>tumble</appliedTo>
<modifierSetName>feat.acrobatics</modifierSetName>
<source>Acrobatics</source>
<bonus>2</bonus>
<stack>false</stack>
</modifier>