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| General Discussion General discussion for the RunUO community, all off-topic posts will be deleted. This forum is NOT FOR SUPPORT! |
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#1 (permalink) |
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Newbie
Join Date: Jan 2007
Age: 20
Posts: 34
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I know that there are skill gates out there that when you walk into them it automatically sets your skills to like 8000 or w/e its set up to do. But I was wondering if anyone knows if there are like skill gate scripts-or a way to custom the script so that a player can walk into the gate and be given a gump so that they can select what skills they want to take and how high. I am also looking for it to stop at the skill caps. Like you can only take it to GM until you eat a power scroll-and the player can only go to 700 or 720 or w/e. Any one know if there is a script like that or some kind of similar substitute-maybe a skill set skill ball. I am kinda just posting here first before i go running through all the scripts just to see if anyone knows off hand so please dont yell
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#2 (permalink) |
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Forum Expert
Join Date: Jan 2006
Location: Look behind you....
Age: 44
Posts: 1,356
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I know there are some that are setup or can be setup for the specific skills. Crafter, mage, warrior, that sort. Dunno about a selectable setup like that tho. Someone probably has one somewhere, I've seen em on enough shards over the years. lol Have you searched for skill gates in script submissions yet?
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May you have the strength of eagles' wings, the faith and courage to fly to new heights, and the wisdom of the universe to carry you there. |
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#3 (permalink) |
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Forum Master
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instead of a skill gate - might want to use skillballs
i give my new playrs 6 of tham at +10 (they also can not be moved from pack - so this way people will not "farm" new players just for the skillballs) they will only work to skill 100 (can be changed to 120) or to the the skills cap and also is limitied to the total cap also (the smart players buy skills 1st and really smart ones save them for when they are at 70 in a skill then raise it to 100) this way - if you want - can give them 70 of them - and they can choose the skills they want to have to the total cap of 700 and if you do not want them to be saved for later possible use just have them start with them - in the "starting" room you make - and the exit gate checks their packs for them and removes any that might be there this way they have to use them when they 1st set up the character the skill ball script has been made a few times and should either be one in the new releases or if nothing else the archives - and i do not think it took much if any modding to work with 2.0
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:) ..... Come for the Customs, Play for the Fun. Return to see your new Friends ..... :) |
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#4 (permalink) |
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Newbie
Join Date: Jan 2007
Age: 20
Posts: 34
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I could do just plain skill balls-but the idea is that I want my players to be able to adjust their skills w/o having to train kinda like test center set up. But if any of you have played a test center-like on OSI, and you were red and wanted to survive, one of the key things was to have macros that changed ur skills. start as a pois fencer, but then you are attacked by a dexxer np "set pois 0, set parry 100" all while running. I dont want that, I want them to have one set of skills, but if they decide "oh well I want to change parry to tacts", they can go to the gate and do so. If they want to change their template they can, but just not on the fly so they can technically play as many templates as tehy want yano :-/.
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#6 (permalink) |
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Forum Master
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well could also ways set up the gate to 0 out all skills (easy to do) and to give them 7 100x skill balls - so they can redo them selves as 7x gm's that way or 70 10x or what ever you want
this way they will not do it on a whim, because it takes time to redo all those skills to where they want them at
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http://www.AoAUO.com
:) ..... Come for the Customs, Play for the Fun. Return to see your new Friends ..... :) |
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