If you need the cost why don't you just create it as a Racial Property instead? That's really the main fundamental difference between a Racial Ability and a Racial Property. There's certainly nothing preventing the use of a Property in place of anywhere you have an Ability.
Well.. I don't really "need" it. I mean it's much more of a nice to have as I can always do it on paper if the worst comes to worst. This was much more of a want. Again, I don't even know that it's possible, but it appears that the source code is extremely extensible, so again, I figured I would ask.
The other question is definitely more of a CC question, although sometimes you can still do some of those things in other places by trying it with the code directly in the XML (.user) file. Some things will work just fine even if there isn't a setup in the Editor to handle it.
The problem is that I don't really know of an easy example to work from. I am a developer and former support tech, so unspooling things is something I am fairly proficient at, but with over half of the source obscured, it makes it significantly more difficult. I can, and do use Notepad++ to Find in Files, but that only works for .user files which the main source is not in(though, the recent addition of many campaign supplements .user files might make this far easier now!)
Perhaps if I explained what I was expecting/trying to do. I am converting from D&D and I have one player who is a Dragonborn. He wants to keep his Breath Weapon. For NOW, I have simply added it as a Racial Ability and bootstrapped the skill(and I think I picked a Domain for that, so I have a sort of work around)
Eventually, what I would really like would be to get to a point where picking the race would then present a dropdown menu with the list of available trappings for said racial ability, but this should only happen if the ability has the "has domain" field check(or whatever it's called). As well, the ability to link the ability to a specific attribute(upon which the skill would then be based) would be extra keen. A likely issue with this approach is that the Race is a simple dropdown/popup instead of it's own tab in the editor. I am looking at 4E's UI and the data files, but having trouble figuring out where they do the prompt in the thing definition.
The problem I see(and I could be wrong) is that there is no way to "extend" base things to add new fields/properties/etc to existing objects.
Let me give you a good example. Let's say I wanted to some new tags to various weapons so that in OTHER code down the line, I could filter more easily. A perfect example is the current code base sets up WeaponType.MedAxes. The issue with this is that straight out of the book, it also includes Mauls. So I can't easily(that I know of!) add a new tag named WeaponSubset.Axes and then extend only the 4-5 actual axes in the game. The GOAL would then be to create an edge which gives a +1 bonus damage to Axes. Currently, the way to do this is filter by the MedAxes and the check a substring of the name which is, well crazy. Conceptually, why can't I just add a new tag to the existing items without having to copy/paste each and every one and do a preclude.
Sorry, I am a programmer, so I tend to think like a programmer would. I am not trying to demean LW or all you guys who have contributed an immense amount of your time to making these data files, just wanting to get a better understanding of what can and can't be done, both from a "current state" of how the data files were built AS WELL as limitations of the actual software.
I really need to get back to following the example AuthoringKit tutorial, but I have a feeling that since it's old, there will be steps missing(which I seem to think others have noted) as well as even if I did fully build my own custom interface, I would then not benefit from defect fixes to the original data files during releases, and since those are COMPILED, I could not easily backport the changes to my custom version.