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  #1  
Old April 13th, 2003, 08:55 PM
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Default Tweaks to classes

Hey, I would like to start a discussion about classes in DO. While I am perfectly aware that anybody can make changes as she/he pleases, it would be good if some kind of joint effort/ consensus could be reached, because of compatibility issues.

The goal would be a modded classes.txt file that has a broad acceptance and can be used for mods.

Here are just some random thoughts/opinions:

* missile weapons: fighters should really be able to use any kind of weapons, especially bows/crossbows. Likewise I think Clerics and Druids should be able to use slings.

* hmm, I had some other point, but I forgot LOL

* new classes: If we use a modded class file, we could introduce new classes. Dwarves and Elves come to mind without attaching any abilities, yet.

* New/tweaked abilities:...

This is just some food for thought. I'd like to hear any comments or suggestions. Just post what you think would be cool to have. We'll worry about possibilties to implement or (gasp) consensus later...

Have fun ,
Rollo
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  #2  
Old April 14th, 2003, 02:22 AM
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David E. Gervais David E. Gervais is offline
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Default Re: Tweaks to classes

I think the classes text file should be adjusted to fit any new mod that is made. When a person makes a mod, the classes.txt file should be included in it's data folder. (This way, the 'original' classes.txt file could be preserved for when a person plays the original mods.) Any tweaking would then be left to the discretion of the modder. Using this example, my tweaked classes.txt file is available as an alternate. which if people lik, can use in their mods.

As for new player classes, well, the classes.txt file is definately the place to put them. I would think the it might be better to post any new 'player class' as a separate file the modders could them simply cut and paste it into the class mod they are working on. (Kind of like creating 'plugins' once more and more of these are made modders will begin to have a nice base of 'ready-made' 'features' that they could use in their mods. I would also apply this to the xxxtiles.txt files. If someone creates a new look for the wilderness/dungeon, that wilderness or dungeon tiles could be 'plugged' into any new mod.

anyway, I'm just dropping another 2 cents,.. feel free to post comments.

Cheers!
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  #3  
Old April 14th, 2003, 03:38 AM
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Default Re: Tweaks to classes

Oh , I totally agree with you. The original classes.txt should be unchanged, of course.
Modded classes.txt should be included in the mod's data folder.

Rollo
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  #4  
Old April 14th, 2003, 10:21 AM
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Default Re: Tweaks to classes

Sounds like a good idea. Does changing classes.txt create problems with exporting/importing characters from other modules or are there no such problems?
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  #5  
Old April 15th, 2003, 02:26 AM
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Default Re: Tweaks to classes

I was just wondering, as I do not yet have the full Version of the game yet if I can use the new class info sheet.

regards
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Old April 15th, 2003, 02:45 AM
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Default Re: Tweaks to classes

don't waste your breath it won't work tried it
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