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General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics. Do not post support topics here. |

07-16-2013, 01:14 AM
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Developer
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Join Date: Nov 2012
Location: Halas
Posts: 355
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Can't wait for both of your servers!  /whips
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Drajor regards you indifferently -- what would you like your tombstone to say?
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07-17-2013, 04:45 AM
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Hill Giant
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Join Date: Aug 2010
Location: Arizona
Posts: 164
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Please tell me more about how you added Paragon levels.
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07-17-2013, 08:16 AM
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Demi-God
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Join Date: Mar 2012
Posts: 1,103
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Alternatively, what I was working on for the basis of my cross class combinations, was AA's based on a flag you chose, and the diety names were your subclass. Essentially once you do your class upgrade, you get your base class AA, and also your new class AA.
Never found a viable alternative into making a warrior a spell caster, doesn't seem to be a way to make them start with a spell gem bar, but that can also be circumvented by starting the class out as a generic (Adventurer) going off of something such as the paladin, and expanding further from there.
Whatevs, aint had coffee and been awake since 4am...blah
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"No, thanks, man. I don't want you fucking up my life, too."
Skype:
Comerian1
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07-17-2013, 10:17 AM
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Hill Giant
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Join Date: Jul 2004
Posts: 143
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Maze that is an absolutely WONDERFUL idea. Using the deity system as well to subvert major classes even farther is spectacular. You can label classes for the equipped items as normal, WAR, CLR, PAL etc and then subclass the deity into something different say WAR - Brawler, Gladiator, Champion, CLR - Archon, Priest, Oracle, PAL - Knight, Crusader, Lord....etc etc which would limit which type of warrior, cleric, paladin etc could use that particular item. When learning spells you could place each item under a script with a check to make sure that class has that particular deity flag with $client->GetDeity(); quest object after a quest you could use a quest::changedeity(id); which disconnects the toon, but would instill the appropriate flag.
There are so many things you could do with just this idea. Maze I will be saying at some point in the future I will be borrowing this idea to subclass my ascended classes. Thank you very much!
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07-17-2013, 10:39 AM
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Sarnak
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Join Date: Apr 2013
Posts: 81
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As I was typing it out how I did it. I noticed something wrong with it. I will have to get back to you once I figure this one out GurkhaPanzers.
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07-18-2013, 10:51 AM
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Demi-God
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Join Date: Mar 2012
Posts: 1,103
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I require a beer, for that idea Mario...
__________________
"No, thanks, man. I don't want you fucking up my life, too."
Skype:
Comerian1
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07-18-2013, 01:04 PM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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Quote:
Originally Posted by Mariomario
Maze that is an absolutely WONDERFUL idea. Using the deity system as well to subvert major classes even farther is spectacular. You can label classes for the equipped items as normal, WAR, CLR, PAL etc and then subclass the deity into something different say WAR - Brawler, Gladiator, Champion, CLR - Archon, Priest, Oracle, PAL - Knight, Crusader, Lord....etc etc which would limit which type of warrior, cleric, paladin etc could use that particular item. When learning spells you could place each item under a script with a check to make sure that class has that particular deity flag with $client->GetDeity(); quest object after a quest you could use a quest::changedeity(id); which disconnects the toon, but would instill the appropriate flag.
There are so many things you could do with just this idea. Maze I will be saying at some point in the future I will be borrowing this idea to subclass my ascended classes. Thank you very much!
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I have been working/planning on a server with complex deity=sub-class approach for sometime now (read years), i just don't have enough free time to run a server :(
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07-18-2013, 04:33 PM
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Developer
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Join Date: Nov 2012
Location: Halas
Posts: 355
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Quote:
Originally Posted by ChaosSlayerZ
I have been working/planning on a server with complex deity=sub-class approach for sometime now (read years), i just don't have enough free time to run a server :(
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Go make something awesome! 
__________________
Drajor regards you indifferently -- what would you like your tombstone to say?
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07-18-2013, 06:44 PM
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Hill Giant
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Join Date: Jul 2004
Posts: 143
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Quote:
Originally Posted by ChaosSlayerZ
I have been working/planning on a server with complex deity=sub-class approach for sometime now (read years), i just don't have enough free time to run a server :(
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I am rather disappointed in myself for not thinking of using this system as well. It is rather ingenious since the deity system does literally nothing but issue a restriction. There is no benefit to one deity or another which makes it easy to manipulate. My hats off to both of you!
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07-18-2013, 08:21 PM
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Developer
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Join Date: Nov 2012
Location: Halas
Posts: 355
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Quote:
Originally Posted by Mariomario
I am rather disappointed in myself for not thinking of using this system as well. It is rather ingenious since the deity system does literally nothing but issue a restriction. There is no benefit to one deity or another which makes it easy to manipulate. My hats off to both of you!
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Aye! The only example I have seen of someone utilising the deity system is Davood, on Alakamin iirc.
__________________
Drajor regards you indifferently -- what would you like your tombstone to say?
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07-22-2013, 07:17 PM
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Hill Giant
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Join Date: Jun 2010
Posts: 231
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Unless im dumb and not understanding the Qglobals, couldn't you just add/edit a field in the spell/skill section to allow Prestige1 flagged people access to alternate class abilities and spells?
-- after posting I realized there was 2 pages and agree the diety concept is way easier.--
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07-22-2013, 07:45 PM
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Hill Giant
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Join Date: Jul 2004
Posts: 143
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Aye that is also a way. There are definitely quite a few ways one could 'create' a hidden flag or obvious such as Drak's charms for Varlyndria. It's all about your presentation and how you want to implement it.
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