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Add common rune magic when embedding a cult #153
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Remember that some cults don't have all the common rune magic. For the list see RQG starting at page 289. |
Yes, that's why we can't use a default list, but have to embed the runeMagic list on each cult. |
There should be some way of collapsing or filtering out the common rune magic so that it's easy to see the special rune magic. |
Maybe marking the "common" spells in the rune magic table is enough? You can always rearrange your spells in the order you like them. |
I ended up moving the special rune magic to the top for my pre-gens, but this is one where multiple people said they'd like to be able to focus on just the special Rune Magic. Really with one or two exceptions in the common stuff, you won't care about the common stuff much of the time. |
When adding a cult to an actor all the runemagic that is common to that cult should also be added.
I see two ways of doing this (and I'm leaning towards option 2)
1. Refactor the cult/runeMagic connection
so that cult has a list of runeMagic items (now the link is on the runeMagic item, pointing to what cult it belongs to). The list would need to contain an object like
One downside of this refactoring is that if you have a runeMagic item and want to roll on that, you need to go through all items in the actor to find the corresponding cult since the link is the other way around.
2. Add a list of runemagic
uuidrqid to cultbut keep the runeMagic items pointing to cults. The advantage of this is that the refactoring is much smaller.
One should be able to drag multiple runeMagic items to a cult and also have a way of editing/removing from that list.
See also #236
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