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Quests::Plugins & Mods Completed plugins for public use as well as modifications.

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Old 02-23-2010, 07:09 AM
nenelan
Hill Giant
 
Join Date: Feb 2008
Posts: 116
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Oh god I hated early era bards. Your DPS was crap with just that weapon in the offhand! :( I remember using sub-par instrument modifiers just because there were a very, very rare few that fit in offhand.

Rangers, rogues, and even monks and bards can use some shields in current state of affairs on EQ, however, it makes no practical sense for them to. The only time I've ever known my ranger friend to use a shield is if A) the tank is being useless or B) he is updating his eqplayers ranking (AC battles).

While it would be nice to have it as variety, would it be possible to weight it so that a shield popped in those classes' offhand ~ 15% of the time or something suitably small? I just have a hard time picturing any self respecting rogue use a shield. Would be a mockery at the safe house! :-P

Checking the weapon list. Can add 2hb for beastlords, as they were added to most of the monk ones.
Shamans can have 2hp removed, there is VERY few that are shaman usable, I can think of only one off the top of my head.
Rangers can use 2hp as well. Most of the current 2hps are War/SK/Ber/Pal/Rng. Not sure how viable/often they use two handers, but they can.
Druids: Traditionally the only slashers they used were scimitars (and that one war claw), however, there is no way of limiting that through the plugin. Afterall, how is the script to know if the blade is curved?

Last edited by nenelan; 02-23-2010 at 07:14 AM.. Reason: More Information
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Old 02-23-2010, 07:56 AM
trevius's Avatar
trevius
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Join Date: Aug 2006
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Thanks. I got 2HB and Staff added for Beastlord, and removed 1HS, since they don't have the skill. I also removed 2HP from Shaman, as that was one I was only guessing at. I added 2HP to Rangers too.

I don't think I will put shields on Rogues or Ranger. Even though they can use it, it would be extremely rare and conditional. If someone thinks their Rogues need shields, they can use the SetWeapons plugin or set it in the database themselves manually :P Same goes for any other odd cases. The purpose of the random weapon selector is to have the best result for the most cases possible.

I left 1HS on druids, since they actually do get the 1HS skill. The main thing that made me even add it in the first place is that the Druid 1.0 is a 1HS lol. It would be possible to expand the weapon hash even further and make it into a hash of arrays. I may even do that at some point lol. Then, we could set extra fields like if the item has a particle effect, or if it is an epic weapon model, or era it is from, or just about anything to describe them. That would be pretty awesome, since you would then be able to set exactly what type of weapons you wanted them to have based on whatever conditions are set in the arrays. Since there are 800+ entries in the hash, it would probably take quite a while to go through and add extra fields for each one of them, though. I made comments in the hash to split up the models for certain expansions at least as well as I could from memory. It wouldn't be too hard to add 1 or 2 fields to the hash just based on the comments I made for each weapon range. For example, the Paladin 1.5 could have the follow items added to it's array: [ "2HS", "EPIC", "1.5", "Paladin", "PoP" ]. Then, we could do searches for those fields that would let us choose more specific details for picking item models.
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