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[FEATURE REQUEST] Custom Classes

Posted: Mon Feb 25, 2008 11:26 am
by Arremis
EQ2 should have a Beastlord...I don't see why we can't make this possible using custom classes, items, and abilities :D

Posted: Mon Feb 25, 2008 1:59 pm
by alfa
Maybe first we have to get the emu working with the basic class, before adding other :P

Posted: Mon Feb 25, 2008 3:50 pm
by LethalEncounter
Yah, it is definitely possible, although we cannot currently add the class to the character creation screen.

Posted: Mon Feb 25, 2008 4:24 pm
by link2009
LethalEncounter wrote:Yah, it is definitely possible, although we cannot currently add the class to the character creation screen.
We'll see about that :twisted: .

Posted: Tue Feb 26, 2008 6:54 am
by ZexisStryfe
I don't understand the infatuation with Beastlords. They were a horrible class that broke EQ1. They were better monks than monks, better shamans than shamans, etc. If you ever see a beastlord class on my server, shoot me :P

Posted: Tue Feb 26, 2008 11:46 am
by John Adams
How can you add a class to the character select without "hacking" the client? The only way I can see this happening is if you can change class in-game like EQ2 used to allow in teh beginning. Archetypes and all that cool stuff.

Posted: Tue Feb 26, 2008 4:17 pm
by skandragon
What makes up a class? Spells/combat arts, abilities, and so on. Those are easy to add, and so long as a suitable icon appears for them they even look like they are built-in. However, are some of the strings hard-coded? That is, class 0x04 always maps to "Blah" in the client, and is not transmitted from the server? After all, I see no mapping from character classes to ID codes, but I see ID codes in various packets.
Races are probably impossible.

Posted: Tue Feb 26, 2008 4:47 pm
by John Adams
Yes of course you are right about what makes up the class. I was just thinking of the icons or text. I think we'd always be stuck with Wizard, and cannot be, say, a Sorcerer or simple Magician.
Would be cool tho.

Posted: Tue Feb 26, 2008 5:42 pm
by skandragon
Actually, Sorcerer is still a class in the game, no? Isn't that the base class for wizard and warlock?
We could have a generic Brawler, or Fighter, probably, since while those are no longer used as part of the 1-9, 10-19, 20+ progression the names are still in the client and the codes are reserved for them.

Posted: Tue Feb 26, 2008 5:48 pm
by LethalEncounter
#define COMMONER 0
#define FIGHTER 1
#define WARRIOR 2
#define GUARDIAN 3
#define BERSERKER 4
#define BRAWLER 5
#define MONK 6
#define BRUISER 7
#define CRUSADER 8
#define SHADOWKNIGHT 9
#define PALADIN 10
#define PRIEST 11
#define CLERIC 12
#define TEMPLAR 13
#define INQUISITOR 14
#define DRUID 15
#define WARDEN 16
#define FURY 17
#define SHAMAN 18
#define MYSTIC 19
#define DEFILER 20
#define MAGE 21
#define SORCEROR 22
#define WIZARD 23
#define WARLOCK 24
#define ENCHANTER 25
#define ILLUSIONIST 26
#define COERCER 27
#define SUMMONER 28
#define CONJUROR 29
#define NECROMANCER 30
#define SCOUT 31
#define ROGUE 32
#define SWASHBUCKLER 33
#define BRIGAND 34
#define BARD 35
#define TROUBADOR 36
#define DIRGE 37
#define PREDATOR 38
#define RANGER 39
#define ASSASSIN 40

Posted: Tue Feb 26, 2008 7:54 pm
by John Adams
Yes, sorry. I was just throwing names around for examples. Bad examples...

Posted: Tue Feb 26, 2008 8:39 pm
by ZexisStryfe
LethalEncounter wrote:#define COMMONER 0
#define FIGHTER 1
#define WARRIOR 2
#define GUARDIAN 3
#define BERSERKER 4
#define BRAWLER 5
#define MONK 6
#define BRUISER 7
#define CRUSADER 8
#define SHADOWKNIGHT 9
#define PALADIN 10
#define PRIEST 11
#define CLERIC 12
#define TEMPLAR 13
#define INQUISITOR 14
#define DRUID 15
#define WARDEN 16
#define FURY 17
#define SHAMAN 18
#define MYSTIC 19
#define DEFILER 20
#define MAGE 21
#define SORCEROR 22
#define WIZARD 23
#define WARLOCK 24
#define ENCHANTER 25
#define ILLUSIONIST 26
#define COERCER 27
#define SUMMONER 28
#define CONJUROR 29
#define NECROMANCER 30
#define SCOUT 31
#define ROGUE 32
#define SWASHBUCKLER 33
#define BRIGAND 34
#define BARD 35
#define TROUBADOR 36
#define DIRGE 37
#define PREDATOR 38
#define RANGER 39
#define ASSASSIN 40
Does this mean we can change the class names?

Posted: Tue Feb 26, 2008 8:46 pm
by skandragon
ZexisStryfe wrote: Does this mean we can change the class names?
No.

Posted: Wed Feb 27, 2008 12:01 pm
by ZexisStryfe
Ah. LE had said last year that class and race names weren't editable, so I was curious as to whether or not that somehow changed.
On a related note, even though it seems like it would be difficult to add an adventuring class (or tradeskill class for that matter) how about a secondary tradeskill class? These classes are basically just based on skills (tinkering and transmuting). Could a new secondary be created?
I was thinking along the lines of implementing the Skinning tradeskill from WoW. Create a "skin" option on the right click menu for corpses (limiting it to animal corpses of course), and use a skill called "Skinning". It never made sense to me as to how you foraged animal pelts out of dens :P

Posted: Wed Feb 27, 2008 3:22 pm
by LethalEncounter
ZexisStryfe wrote:Ah. LE had said last year that class and race names weren't editable, so I was curious as to whether or not that somehow changed.
On a related note, even though it seems like it would be difficult to add an adventuring class (or tradeskill class for that matter) how about a secondary tradeskill class? These classes are basically just based on skills (tinkering and transmuting). Could a new secondary be created?
I was thinking along the lines of implementing the Skinning tradeskill from WoW. Create a "skin" option on the right click menu for corpses (limiting it to animal corpses of course), and use a skill called "Skinning". It never made sense to me as to how you foraged animal pelts out of dens :P
Yah, I think that could definitely be a possibility. There is nothing to stop it from being implemented.