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Ask and ye shall receive. ^_^ 10 minutes in the editor. Not an official files, use at your own risk, etc, etc.
Speaking of the powers... is there a decent way to set up a Prereq on those stunts such that the power has to be of the Movement type? That way, with any Movement power, one would automatically get the "Running Punch" and "Whirlwind Attack" without having to add it to Leaping, Teleport, Spatial Control, etc. It seem like it should be reasonably easy to do, but my attempts to adapt the various attack-only feats have led to errors.
On a similar vein, is there a good way to add enhanced feats automatically to a container? I tried doing it like the powers. A point was charged, but the feat didn't show up either in the container, the list of feats, or in the Special tab.
Green Ronin said:Me said:I have a question on how to handle the Super-Speed power in M&M2. I know this power is "special" in that Quickness and Speed account for 3 points per rank, with a 2 point array left over. So you can buy another related power, with a total cost of (2PP * super speed rank), and use that at the same time as Quickness and Speed.
Correct.
Me said:However, can you then add an alternate power to the entire Super-Speed effect? For example, let's say that I took rank 5 super-speed, for a cost of 25 points. Could I then add an alternate "Kinetic Blast" power (Blast rank 12, total 24 PP) for a total cost of 26PP (25 + 1 alternate power)? The Blast power would be exclusive to super-speed, so I couldn't use it if Super-Speed was active. Or, am I limited to taking a 5x2 = 10 PP Blast power, which can then always be used when Super-Speed is active?
No, you could theoretically take an Alternate Power to the entire Super-Speed power. The standard construction is for the typical super-speed character, who can do various stunts while also still being fast.
Speaking of the powers... is there a decent way to set up a Prereq on those stunts such that the power has to be of the Movement type? That way, with any Movement power, one would automatically get the "Running Punch" and "Whirlwind Attack" without having to add it to Leaping, Teleport, Spatial Control, etc. It seem like it should be reasonably easy to do, but my attempts to adapt the various attack-only feats have led to errors.
tagis[pwEffect.Movement] <> 0
On a similar vein, is there a good way to add enhanced feats automatically to a container? I tried doing it like the powers. A point was charged, but the feat didn't show up either in the container, the list of feats, or in the Special tab.