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| Server Support on Windows Get (and give) support on general questions related to the RunUO server itself. |
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#1 (permalink) |
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Newbie
Join Date: Oct 2007
Age: 42
Posts: 22
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There are a couple of skill I want to turn off and not allow players to use.
I figured the best bet would be to set the skill cap in charactercreation.cs That works but they will get skill gain to 50 if during character creation they choose Advanced and then choose those skills. Any thoughts? Thanks |
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#2 (permalink) |
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Forum Expert
Join Date: Oct 2002
Age: 45
Posts: 4,363
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If you adjust the skill cap to zero for specific skills, you can also just set the skill total for those to zero in charactercreation.cs. That way they will be set to zero when the new character enters the world, even if they had placed points against those skills during character creation.
Also, if it's an active use skill, you could just disable the entire button so they can never use the skill. That would also keep players from getting angry/confused because they are using a skill but not gaining anything. |
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#4 (permalink) |
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Forum Expert
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lot of it depends on what skill he wants to disable.
if he wants to disable say hiding, that would cause confusion. if its something like bushido, just dont give the players a book and dont give them one in charcreation.cs. of course if its a use type skill you would have to take into account that the client can setup a macro to use the skill directly. maybe change the skill script to when they try to use the skill, it sends them a message saying that the skill is disabled with a return to close out of the loop. like for hiding i would try something akin to this: SkillInfo.Table[21].Callback = new SkillUseCallback( OnUse ); changing that line to call a seprate method like SkillUseCallback( Disabled ); and the Disabled method would just send a message to the client saying this skill does not work here or something. just some thoughts. |
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#5 (permalink) |
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Forum Expert
Join Date: Oct 2002
Age: 45
Posts: 4,363
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Good point about the button and the use of macros to get around that. I probably worded that poorly. What I meant about disabling an active skill is, make the skill itself do nothing when it is used (similar to what you cited in your example). Then it wouldn't matter if they pressed a button or used a macro - no code, no skill use.
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#6 (permalink) |
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Newbie
Join Date: Oct 2007
Age: 42
Posts: 22
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Would SkillUseCallback( Disabled ); disable the skill from being used by mobs?
Here is an example. I do not want players to have the magery skill. We will have some kind of cleric system instead. I still want the mobs to use magery but just not players. *If I set a cap on magery of 0. *Then maybe in WelcomeTimer set the skill to 0. (Then everytime they logged in it would be reset to 0) *Then have the button tell them the skill is not used That would do it, right? Thanks for your time. |
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#7 (permalink) |
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Forum Expert
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you would have to create a new method inside the hiding file called Disabled like it has OnUse that has what code you want to have happen. best option would be is if there is a skill value higher than 0, it would add a skill ball to their inventory letting them spend the points they did at char creation on another skill and then set the skill to 0.
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