Perhaps their coloring allows them to do that. These ones prefer living on the land and enjoy the sun. Common (if you decide that it’s a thing in your game), Merfolk and one Merfolk are considered medium in the D&D size category but they are really tall. In this plane(shift) they come in two subraces, green and blue. The main Merfolk traits are pretty much the same with the ones in Plane Shift: Zendikar but the subraces differ. The stats used are the ones from the Player’s Handbook. They can be found in three of the main factions. Three of them(Goblins, Merfolk, Vampires) have already been presented in another supplement, Plane Shift: Zendikar, but they are a bit different here. For example, there are a couple of suggestions on how to use a setting that focuses on factions. There are also a couple of notes that I found interesting. And, finally, the pirates of the Brazen Coalition want it because “aaarrrr it’s probably shiny”.Īpart from the descriptions of the factions, in this chapter we get suggested classes, ideals and bonds for each one. The River Heralds want to protect it because they believe it’s just to dangerous to wield. The Legion of Dusk people believe it’s the secret to unlock true immortality. The Sun Empire want it because they pretty much consider it holy. There’s this artifact called the Immortal Sun and every faction wants to do something with it. So what can all these factions possibly have in common in order to tie in this setting? I’m glad you asked. Coalition is just a flashy word to describe the loosely affiliated pirate captains. They used to be sailors that tried to flee from the Legion of Dusk but, when they were driven away by the Sun Empire they decided to just become pirates. The paladins of the Legion of Dusk are vampires who (un)live to serve eternally and drink the blood of their enemies.Īnd, last but definitely not least, we have the Brazen Coalition. After conquering their continent they have decided to add Ixalan to their territory. They used to be the dominant faction in the continent before the Sun Empire rose to power. Then there are the River Heralds, who are merfolk nomads and seek to live in harmony with the land. They worship the sun and can control dinosaurs. There is the Sun Empire, which is native to the continent of Ixalan. The first thing we are introduced with is the factions in this world. Now add dinosaurs, pirates, ancient dungeons, and a couple of fantasy races and you have yourself a pretty interesting setting. There is a powerful native empire and a foreign conquering force. Ixalan seems to have a Mesoamerican flavor. Sadly, I didn’t get to attend the pre-release of Rivals of Ixalan and the deck I just finished constructing is sitting on the shelf, waiting to hopefully be played in about a month. I had the opportunity to play a bit with this set and I was very pleased. Since I don’t want to spend more time complaining about the absence of free time I’ll just move to the good part. As I’ve mentioned before, I’m really busy these days and I wanted to write this analysis sooner but I couldn’t. I am late to the party and I’m sorry about that. Moving the GetInventoryItem up to the client class doesn't makes sense in my point of view since the client has nothing to do with the character.Ĭreating wrappers in the client class for all the xx methods the character class seems overkill.With the release of the second Ixalan set, it was about time to get its Plane Shift supplement. What can be done about it? or is this one of the places where LOD doesn't apply ? However, even if it was changed to client->GetCharacterData()->GetInventoryItem(PSCHARACTER_SLOT_RIGHTHAND), it would still violate the law of demeter (as far as I know). The first line to get the item clearly violates the law of demeter. Item = client->GetCharacterData()->Inventory().GetInventoryItem(PSCHARACTER_SLOT_LEFTHAND) If(!item || !item->GetItemCommand().Length()) PsItem* item = client->GetCharacterData()->Inventory().GetInventoryItem(PSCHARACTER_SLOT_RIGHTHAND) Void ActionManager::HandleQueryMessage(csString xml, Client* client) In it, I found something like: // This ActionManager is basically a controller like in the MVC pattern. The source code of this game is open source, so I decided to check it out.
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