Recently I have been brainstorming on how to make my server as different as I could from EQ2 while using the same world/models/etc. I want to give players the feeling like they are playing a totally new game. Then it occured to me... dual classing. Is it possible?
We already have 2 classes that are being kept track of by the client, adventuring and tradeskilling. Is there anything stopping me from making tradeskilling totally skill based a la Tinkering/Transmuting and using the tradeskill class as a second adventuring class?
I am asking this from a programming perspective... is there anything in the client or emulator that prevents this?
Crazy Idea.... Is it possible?
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- ZexisStryfe
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LethalEncounter
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From what I understand, you want to use the tradeskill leveling system as secondary leveling system. Like the normal system would be a wizard and the secondary system would be a rogue? Yes, it is possible with some limitations:
1. You cant disable tradeskill experience from client's GUI as far as I know.
2. The tradeskill code hasnt been implemented yet.
3. You would have to have some way for the client to specify how the exp would be applied to each class since the class systems wont be as clearly separate as combat/tradeskill.
4. You cant change the name of the class from "Tradeskill" in the client GUIs.
1. You cant disable tradeskill experience from client's GUI as far as I know.
2. The tradeskill code hasnt been implemented yet.
3. You would have to have some way for the client to specify how the exp would be applied to each class since the class systems wont be as clearly separate as combat/tradeskill.
4. You cant change the name of the class from "Tradeskill" in the client GUIs.
- ZexisStryfe
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By "you cant change the name of the class from 'tradeskill' in the client GUIs" do you mean the class will be labelled Tradeskill in the GUI or that the class that will show up will be a tradeskill class?
As far as disabling tradeskill XP, I don't think that would be necessary. Just have tradeskill exp be a second combat xp meter (quests can give tradeskill xp, so I am relatively sure that it is possible to get mobs to do the same) Then have tradeskilling work with skills only, like Tinkering and Transmuting do now, so there would be no need for use of the "tradeskill experience" for that, opening it up for use as the second combat xp.
As far as disabling tradeskill XP, I don't think that would be necessary. Just have tradeskill exp be a second combat xp meter (quests can give tradeskill xp, so I am relatively sure that it is possible to get mobs to do the same) Then have tradeskilling work with skills only, like Tinkering and Transmuting do now, so there would be no need for use of the "tradeskill experience" for that, opening it up for use as the second combat xp.
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LethalEncounter
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- ZexisStryfe
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