Guide to adding a new class

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syntax
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Guide to adding a new class

Post by syntax » Sun Mar 27, 2016 12:33 pm

Adding a new class | MajorMUD (stock)
by Ravyn of Codered BBS ravyn.codered AT gmail.com
  1. brainstorm the theory behind your class, the types of magery and combat it will use, the type of armor it will wear, the abilities it will use, how it relates to a party and scripting and make sure it has unique things to set it apart, positive things and also drawbacks, try to plan this all out before you actually enter it
  2. create class and its abilities, magery, hps/level, combat lvl etc, class name can be no longer than 10 characters
  3. create titles in textblocks, new one every 5 levels if possible, up to about level 65 then repeat for as many levels as your players can go or as fit for your board
  4. create level 10 quest weapon, level 40 quest cloak + spell for it
  5. create/assign level 10 path thru crypt, create npc spirit, trainer shop, place questor there
  6. edit smash tb (#2947, #2942), medi tb (#9046), superstealth tb (#9029) quests as needed
  7. create/assign red iron weapon and change its textblock (#2629)
  8. make changes to alignment quests as listed below
  9. determine which path it will take for the easy trainer (after hydra) then edit tb (#4327)
  10. determine which path it will take for the hard trainer (after hydra), then see map #17, room #2982 which has filters for various paths based on class, edit accordingly
  11. edit any existing items having restricted classes you want to add the new one to
  12. make any new class-specific weapons, armor, etc, and places for them all to drop or sell
  13. make any new spells you want and their scrolls, and places for them all to drop or sell
    (restrict the scrolls themselves if you dont want other classes in same magery using it. ie new mage-2 but dont want gyp/warlock using, remember kai powers are added as you level and do not need scrolls, and restrict other scrolls from classes in same magery you do not want the new one to be able to use)
  14. add anything else unique to the class (new quests or abilities, new areas or rooms only it can go, etc—for instance I have a class that can craft really awesome potions out of various ingredients gathered)
  15. you can edit class help files using WGSCNF.EXE (worldgroup configuration edittor, under Textblocks / MajorMUD Help) although I don't think you can actually add new classes. On my board I just provide a readme.txt file and tell folks to ignore the in-game class help.
  16. direct your players to add the new class in Megamud so it doesn't misbehave
Good quest changes
  1. second quest, assign reward abilities, edit tb (#497)
  2. fourth quest, edit tb (#2854) to give cloak
  3. fifth quest, create or assign either 2-3 random level 50 good quest weapons, or 3 good spells, preferably one buff/curse/heal, one rooming/party spell, and one solo spell as appropriate to class, edit tb (#9460)
Evil quest changes
  1. second quest, assign reward abilities, edit tb (#487)
  2. fourth quest, edit tb (#2860) to give cloak
  3. fifth quest, create or assign either 2-3 random level 50 evil quest weapons, or 3 evil spells, preferably one buff/curse/heal, one rooming/party spell, and one solo spell as appropriate to class, edit tb (#9489)
Evil quest changes
  1. second quest, assign reward abilities, edit tb (#510)
  2. fourth quest, edit tb (#2857) to give cloak
  3. fifth quest, create or assign either 2-3 random level 50 neutral quest weapons, or 3 neutral spells, preferably one buff/curse/heal, one rooming/party spell, and one solo spell as appropriate to class, edit tb (#9474).


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