Posted by: NiGHTMARE
« on: April 10, 2004, 07:55:38 AM »As already mentioned, some hard-code limitations can be bypassed. For example, as well as being able to have more than nine kits for a class per race, the same method of selecting things through in-game dialogue & scripts also allows multi-class characters to chose kits, and for races to chose classes normally not available to them.
You can also emulate certain classes as kits of other classes (e.g. a Bard-like Mage kit or a Paladin-like Cleric kit), allowing multi- and dual-classes that otherwise wouldn't be possible, such as Cleric/Bards, Druid/Mages, Fighter/Paladins, Ranger/Thiefs, etc. It's apparently possible to use scripting to make a kit require more XP than the standard class, so that shouldn't be an issue. Item restrictions are the only real limitation.
Another limitation that can (sort of) be worked around is overflowing priest spell books. Preventing the various Cleric & Druid kits from having certain spells, ala the Cleric Remix mod, allows for more new spells than usual.
You can also emulate certain classes as kits of other classes (e.g. a Bard-like Mage kit or a Paladin-like Cleric kit), allowing multi- and dual-classes that otherwise wouldn't be possible, such as Cleric/Bards, Druid/Mages, Fighter/Paladins, Ranger/Thiefs, etc. It's apparently possible to use scripting to make a kit require more XP than the standard class, so that shouldn't be an issue. Item restrictions are the only real limitation.
Another limitation that can (sort of) be worked around is overflowing priest spell books. Preventing the various Cleric & Druid kits from having certain spells, ala the Cleric Remix mod, allows for more new spells than usual.