PeakClasses
RPG classes for PEAK: the outfit you wear decides your class and gives you a unique starting item with two powers.
By satyan
| Date uploaded | 2 months ago |
| Version | 1.0.4 |
| Download link | satyan-PeakClasses-1.0.4.zip |
| Downloads | 109 |
| Dependency string | satyan-PeakClasses-1.0.4 |
This mod requires the following mods to function
cretapark-More_Customizations
This mod makes it easy to create and add cosmetic-related content.
Preferred version: 1.1.10README
PeakClasses
Classes for PEAK. What you wear decides who you are on the mountain: put on a full class outfit in the passport and you start every run holding that class's own item, with two powers on it — left button and right button.
No menus, no keybinds to learn. Wear the robe and hat, wake up with the staff.
The five classes
| Class | Outfit | Item | Left button | Right button |
|---|---|---|---|---|
| Wizard | Grey robe, bent pointed hat, white beard | Wizard's Staff | Healing aura and fog immunity for 30s | Breath of vigor: a full extra stamina bar, on you or on the ally you aim at |
| Ranger | Green tunic, leaf tiara, silver fringe | Ranger's Bow | Fires an anti-rope | Fires a normal rope |
| Medic | Red jacket, beanie, goggles | Medic's Hook | Rescue hook, same as the vanilla one | First aid: heals injury, poison and cold on you or on an ally |
| Wind mage | Blue robe, feathered hat, silver hair | Staff of Winds | Wind mode: lifts everyone nearby, no petrification cost | Updraft: launches you upward |
| Pathfinder | Orange vest, hard hat, safety goggles | Pathfinder's Chain Launcher | Chain shot | Warp mushroom: aims and teleports you where it would land |
Every power runs on charges that refill when someone lights a campfire, so a class is strong in a pinch and never infinite. The inventory slot shows them: the lower bar is the left-button power, the upper blue bar the right-button one. An item whose two powers share the same ammo — the bow — shows a single bar.
Notes
The class items never appear in luggage or anywhere on the map. They exist only in the hands of whoever is wearing the outfit.
Everyone in the lobby needs the mod. The items are networked, so a player without it cannot receive them.
Item names and prompts are in English by default. Set Language = pt in the config for Portuguese. Every balance number — charges per biome, gust strength, warp range, heal amounts — is in the config too, so you can tune the classes to your group without touching the code.
Credits
Built on PEAKLib (custom networked items) and More Customizations (the outfits). Cosmetics and item models are original work, generated at runtime — no asset bundle.
CHANGELOG
Changelog
1.0.7
The campfire really does refill the wizard staff now. Its aura is the lantern's fuel, and the fuel is not the bar: the game keeps the real value in the item's own data and recomputes the bar from it every frame the staff is lit. The refill was only writing the bar, so a staff stowed in a slot came back from the campfire looking full and then snapped straight down to whatever was really left the moment it was lit. Auditing the rest of the items against the game's own data keys turned up one more of the same kind: the wind staff's gem is switched off by a timer that dies with the item when PEAK despawns it, so stowing the staff mid-gust left wind mode on for the rest of the run, free. Both are reset at the campfire now.
The wizard staff also stops washing the screen white. It carries the lantern's glow sprite, five units across, and it was being painted near-white at double emission — a billboard that size sits between you and the world, which is why even distant scenery came out tinted. It is smaller and dimmer now, the colour is a real blue instead of an almost-white, and the lamp is at half strength.
The lit staff raises a misty dome at the edge of its healing reach, borrowed from the endless-stamina amulet, so the group can see who it covers. How far the staff heals and how far it clears the fog are now separate settings, because scaling them together inflated the glare along with the healing.
Icons are laid out diagonally and outlined the way the game's own are, instead of standing upright and unoutlined.
1.0.6
The breath of vigor now goes off with a proper burst of light — longer, far brighter, and visible to everyone who can see the staff rather than only to the caster. Both the length and the brightness are in the config.
The wind mage's updraft is a launch again instead of a hover. It was pushing at 0.8 of the group jump's strength, and the game quietly halves a super jump while you are already falling, so a gust taken off a ledge landed at 0.4 of it — then the low gravity that followed held you up there, which is what made it feel like floating. The push is now much stronger, doubled back when you are airborne so it feels the same on the ground or off a cliff, and leaves only a short tail of low gravity.
1.0.5
Campfires now really refill every class item. A class item that is not in your hand has no object in the world at all — PEAK keeps only the data in your inventory slot — so the old refill reached almost nothing; it now resets the counters in the slot data itself. The ranger bow no longer disappears: it was still carrying the rope shooter's own use counter, which destroys the item when it empties. And reviving at the statue hands your class item back, since the game drops everything you were carrying when it revives you.
This version also reports what it sees, to chase down a backpack that went invisible for one player: it names the slot every class item lands in, the flags each item carries, and — the likely culprit — any failure to unpack the inventory the host sends, which is the one place a client learns that somebody is wearing a backpack at all.
1.0.4
The id check now runs even when PEAKLib does not finish loading. On some installs PEAKLib never initialises (its startup messages are missing from the log), and 1.0.3 only checked the ids when PEAKLib had answered — so the class items still came out as the vanilla items they clone. The mod now assigns the ids itself in that case, using the same hash PEAKLib would, so every client still agrees on them.
1.0.3
Fixes the class items turning into the vanilla items they are built from — a staff that arrived as a Faerie Lantern, a bow that arrived as a rope shooter. The items were being registered before PEAKLib was ready to give them an id, so each clone kept the item id of the vanilla item it clones and every client resolved it back to the original. The mod now waits for PEAKLib before registering, and checks each id afterwards.
1.0.2
The textures now live inside the DLL instead of a folder of 43 loose PNGs. Mod managers were failing halfway through copying them into the profile, which left the mod half-installed. The package is a single file now. No gameplay changes.
1.0.1
Removed the hard pin on the BepInEx pack: mod managers could not resolve that exact version and refused to install. BepInEx still arrives with PEAKLib Core, which requires it. No gameplay changes.
1.0.0
First public release. Five classes, each picked by the outfit you wear and each with its own item and two powers: wizard staff (healing aura + breath of vigor), ranger bow (anti-rope + rope), medic hook (rescue hook + first aid), staff of winds (group lift without petrification + updraft) and the scout's chain launcher (chain + warp mushroom).
Charges refill at every campfire and are shown as one or two bars in the inventory slot. Class items are kept out of every loot table. Inventory icons are rendered from the item models at load, so they match the game's own style. English and Portuguese names, and everything balance-related is in the config.