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| New Join Forum So your new to RunUO and looking to work with people that are new, this is the place. |
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#1 (permalink) |
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Forum Novice
Join Date: Dec 2005
Location: Tulsa Oklahoma
Age: 26
Posts: 126
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I am wanting to build some custom skills and also wanting to change guilds around abit to make different type of guilds like Mercenary,Merchant,Assassin each haveing its own benefits and possibly skill bonuses any suggestions on where to start would be of great help. thanks
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#2 (permalink) |
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Master of the Internet
Join Date: Oct 2005
Age: 45
Posts: 6,283
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Custom skills would require a core mod if I'm not mistaken, and core mods are not such easy things.
For the guild, take a look at guilds.cs for a start.
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Why is it that I'm never as smart as I thought I was yesterday? My vast knowledge is only surpassed by my infinite ignorance. <TheOutkastDev> i might have to hire an assassin to killl mal so that i can jump in front of the bullet and piss on him |
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#3 (permalink) |
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Forum Expert
Join Date: Oct 2002
Age: 45
Posts: 4,363
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There are ways to do custom skills without core mods. But you will need a custom gump to display the skills, you can't get them to show up in the normal skills menu without editing the client. And if you edit the client, you are limited to the number of skills the client already has.
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#4 (permalink) |
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Forum Novice
Join Date: Dec 2005
Location: Tulsa Oklahoma
Age: 26
Posts: 126
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Ok thanks for the help guys I appreciate it, but I have a question. How come you are limited by the client to the amount of skills it already has. Also if I planned on running an old school style server without ninjitsu and such could I just replace those with my custom skills?
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#6 (permalink) | |
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Forum Expert
Join Date: Oct 2002
Age: 45
Posts: 4,363
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Quote:
Now I'm talking strictly about skills that you want to have appear on the standard skill gump. You can code as many of your own custom skills as you want, you just need to code your own gump interfaces for people to access them. Also, you can edit skills.mul and the RunUo scripts to REPLACE any of the normal skills that you want, and those will appear in the standard skill gump. The limitation is that the client only knows there are XX skills there. If you add more, the client won't read them to display them in the skill gump. Also, the core is also in C#. |
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#7 (permalink) |
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Forum Expert
Join Date: Jun 2003
Location: The Netherlands
Posts: 647
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There's actually a framework available to write your own custom skills.
You can find some more details here: http://forums.runuo.com/showthread.p...m+skill+system It has a few drawbacks which are highlighted throughout the course of the thread and it is indeed missing a gump to display the skills. Nonetheless I am quite pleased with the system and since I use a custom crafting system I rarely have actual problems with it's drawbacks. I do however have to note that the system is not for the timid so if you're new to C# it may not be an optimal solution. Regards and good luck.
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#8 (permalink) | |
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Forum Expert
Join Date: Nov 2004
Location: Beyond the Gates of Hell
Age: 36
Posts: 3,509
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Quote:
I am currently making a custom skill system that uses Central Memory for farming and new spell systems.
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