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Author Topic:   Changing skill trees, or adding more
deluvian
Serf

Posts: 25
From: Sacramento, CA
Registered: Nov 2001

posted 29 November 2001 16:50     Click Here to See the Profile for deluvian        Reply w/Quote   Visit deluvian's Homepage!
Is it possible to have a dynamic skill tree, or to have more than 30 possible skills for a character?

I had an idea that would require a Diablo version of a Job system, similar to that which was used in Final Fantasy Tactics.

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There comes a point in every day, where your morning coffee wears off and with it the illusion that all is right in the world.

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Apocalypse Demon
Moderator

Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 29 November 2001 17:14     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Hey deluvian, the answer is no. You cannot add any new skills though you can switch their locations in the skill tree. (ex. making skeleton mastery switch with Lower Resist for example). I believe your ideas though they are impossible (making an FF type game) cannot be done and the best answer you can possibly get is probably from the code editing forum.

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God gave me a brain to use but I miserably failed to use it to my advantage

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deluvian
Serf

Posts: 25
From: Sacramento, CA
Registered: Nov 2001

posted 29 November 2001 17:19     Click Here to See the Profile for deluvian        Reply w/Quote   Visit deluvian's Homepage!
Thanks for letting me know. Okay, so the 30 skills per character is hard-coded.

Can you have more than one effect per skill?

In other words, have a skill cover two or more effects, each of which can then be selected for a mouseclick?

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There comes a point in every day, where your morning coffee wears off and with it the illusion that all is right in the world.

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FoxBat
Moderator

Posts: 1618
From: PA, USA
Registered: Feb 2001

posted 29 November 2001 18:28     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
It may be possible to make a skill have both a passive (e.g. mastery) and an active function (spell). The passive is always in effect, the active only takes effect when you select and click it. Try putting the skill execution function pointer into a passive skill with no execution function, see what happens... a difficulty might be getting the paramaters in skills.txt to be compatible, but it is doable (e.g. masteries don't even have any paramaters in skills.txt!) This involves DLL editing, so check jarulf's "some intro to DLL files" or my "hex editing tutorial" buried in the coding forum.

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deluvian
Serf

Posts: 25
From: Sacramento, CA
Registered: Nov 2001

posted 29 November 2001 19:40     Click Here to See the Profile for deluvian        Reply w/Quote   Visit deluvian's Homepage!
Okay, that might work out well. Thank you.

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There comes a point in every day, where your morning coffee wears off and with it the illusion that all is right in the world.

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