Dual Classing
Multiclassing has been highly requested by fans for Blizzard's RPGs for decades now. The Infinity Engine allows for this. Yes, it means that, by default, players could have D2 versions of Assassin >> X, Barbarian >> X, Druid >> Fighter, or Necromancer >> X. With mods, multiclassed versions of Assassin (Thief), Barbarian (Fighter), Druid, and Necromancer (Cleric) are possible, though normally characters are limited to one kit at a time. Mechanically speaking, there's normally little reason to dual from D2's classes, but with Dual to Kit, characters can dual into these classes if they have no kit otherwise.
Note the D2 kits have mechanics that encourage not dualing, but allowing dual classing for those who want it without further mods still helps.
Recommended Spells: D2 Druids
I recommend the D2 Druid get access to these spells as well due to adapting to the BG rule set. Most the recommended spell additions are things that a typical Druid is assumed to have like Dispel, healing, and status prevention/removal effects. Others are just thematic to the Druid, like Goodberry or Entangle.
Level 1: Cure Light Wounds, Entangle, Goodberry
Level 2: Barkskin, Charm Person or Mammal, Resist Fire/Cold
Level 3: Cure Disease, Cure Medium Wounds, Dispel Magic, Magic Fang, Hold Animal, Remove Curse (WoW Druids get a curse removal spell), Remove Paralysis, Zone of Sweet Air
Level 4: Cure Serious Wounds, Death Ward, Free Action/Freedom of Movement, Lesser Restoration, Neutralize Poison
Level 5: Animal Growth, Cure Critical Wounds, Iron Skins(?), Protection from Acid/Cold/Electricity/Fire, Raise Dead/Recall Spirit, True Seeing
Level 6: Regeneration
Level 7/HLA: Energy Blades
Recommended Spells: D2 Necromancers
I recommend the D2 Necromancers get access to these spells as well due to adapting to the BG rule set. (Remember, necromancy involves power over life and death, and Clerics and D2 Necromancers have significant overlap in what sorts of debuffs/maladies they inflict.) Most the recommended spell additions are things that a typical Cleric is assumed to have like Dispel, healing, and status prevention/removal effects. Others are just thematic to the Necromancer, like Finger of Death.
Level 1: Cure Light Wounds, Protection from Evil, Resist Fear
Level 2: Resist Fire/Cold
Level 3: Cure Disease, Cure Medium Wounds, Dispel Magic, Invisibility Purge, Remove Curse, Remove Paralysis
Level 4: Cure Serious Wounds, Death Ward, Free Action/Freedom of Movement, Lesser Restoration, Protection from Evil 10' Radius, Neutralize Poison
Level 5: Animal Growth, Chaotic Commands(?), Cure Critical Wounds, Magic Resistance(?), Mass Cure, Protection from Acid/Cold/Electricity/Fire, Raise Dead, Repulse Undead, Slay Living, True Seeing
Level 6: Harm(?), Heal
Level 7/HLA: Command Undead, Finger of Death, Greater Restoration, Mass Raise Dead, Resurrection, Symbol of Death
Sorceress
Telekinesis seems like a handy replacement for Knock as a level 2 spell. Spell Revisions changes Knock to Battering Ram which is similar in essence to what D2's Telekinesis is doing. (This skill in D2 is available early and it should likewise be available early with this mod. It isn't worth a level 6 spell slot, especially when compared to an ability of the same level which grants a D2 mercenary!)
Necromancer: Misc
The default hair color should be white.
Wild Magic
It isn't clear what non-spell abilities count as magic for purposes of antimagic and wild magic. Pweath list them!
Unsummon
This should be an innate ability and not a spell. (Dismissing hostile summons is best suited as another ability.)
Replacing Skill Points Buttons When Not Used
Note how you replace the Offensive/Defensive Auras buttons after using them, regardless of the selection after clicking.
D2 Items
Adding Gheed as a vendor to the exterior of Watcher's Keep seems like a fair way to handle including these items. (Gheed was planned as a merchant for D1 but was scrapped. He's definitely in D2 and one of my favorite NPCs!) The items may be best done in a separate mod or component.
Configurable Hotkeys for Scripts
I would much like configurable hotkeys for scripts because other mods use D as a hotkey for something. Refer to Enhanced Powergaming Scripts for an example.
Code Help
Others on the Gibberlings3 Forum may be able to help you more. CamDawg can likely get you access to posting updates on the G3 releases forum, and if you post a link to your mod here, expect it to be added to the EET mod compatibility list. (To my understanding, the D2 kit mods are EET compatible.) Others will be more positively responsive to your work if you mention it.
Bug?
Why can the D2 Necromancer Cleric only be Human when other D2 kits can be other races? I'd like all races to be able to be all kits.
Finally for Now
Thankee! Alleluia!
In fact, I've made a Diablo II item mod many years ago:
http://www.shsforums...re-for-bg2-v13/
And now I'm going all out to remake it with EE engine and make it able to interact with my Diablo II Kits mod.
Thanks for the detailed suggestions again, a new version may be released together with the new Diablo II item mod in several months.
Edited by shohy, 13 December 2022 - 01:53 AM.