Wow, that was a fast reply.lmarkus001 wrote:Quick Workaround:
How about another one: how can I have a player with a larger number of weapon slots? Ideal situation would be a property that kept track of which other properties were valid weapon slots. So right now we've got Weapon0..Weapon9, but the list would come from a string property in my proposed solution.
I've got a PC with a bunch of alternate attack styles, so he has Bite (dragon bloodline), Bite (animal fury), Bite (dragon form), and probably one more. Very few of these can be used in the same attack routine, but as they come from different sources they have different ABs and different damage amounts. The same thing happens with Claws, but it's even worse because the PC is a monk.
And... If this were possible, then it could also be possible to put different weapon slots together to create different "full attack" routines. For example, say there's a property called weaponSlots. It contains weaponRoutine0..weaponRoutine99 in a string property list. Each of those is a string property list that defines which of the Weapon0..Weapon9 elements should be used. (Although that list would be expanded to be more than 10.)
I haven't looked at the code for weapon attacks in a long time, but it looked like it used a loop that ran from 0..9 and then prepended "Weapon". If so, it could easily be changed from a C() loop to a FOREACH() loop and use a string property list.
What do you think? Too big a change?