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Old 10-28-2006, 06:45 PM   #1 (permalink)
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Default Custom Skills and Guilds

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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Old 10-28-2006, 07:43 PM   #2 (permalink)
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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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Old 10-28-2006, 07:57 PM   #3 (permalink)
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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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Old 10-29-2006, 04:04 PM   #4 (permalink)
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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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Old 10-29-2006, 04:09 PM   #5 (permalink)
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almost forgot are core mods done using the c# language or some other type? man I'm so far behind on this shit it's unreal. I guess I better get to studying thanks again.
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Old 10-29-2006, 05:41 PM   #6 (permalink)
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Quote:
Originally Posted by Bad Mojo
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?
Because the number of skills is hardcoded in the client. Those are all read out of skills.mul. You can throw as many skills as you want in that file, but the UO client is going to only read up to the total number it knows about, and thats what it will display in the skill gump.

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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Old 11-09-2006, 05:46 AM   #7 (permalink)
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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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Old 11-10-2006, 10:35 AM   #8 (permalink)
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Quote:
Originally Posted by Bad Mojo
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
Anything is possible. The custom skills can be done with TMSS's Parallel System. But you could make your own system and use a new gump. The biggest part of the project would be the skill gains.

I am currently making a custom skill system that uses Central Memory for farming and new spell systems.
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