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| Subsystems This forum is for modifications to the various subystem code of RunUO |
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#1 (permalink) |
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P3'c Orion Aviator
Join Date: Sep 2004
Age: 30
Posts: 1,272
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[edit : I think I put this in the wrong spot, forgive me please]
Changing SkillNames/Titles Suppose you want a Gm alchemist's title to be GrandMaster PotionMaker. Skills.cs Code:
private static SkillInfo[] m_Table = new SkillInfo[54]
{
new SkillInfo( 0, "Alchemy", 0.0, 5.0, 5.0, "Alchemist", null, 0.0, 0.5, 0.5, 1.0 ),
The Second String is the Skills title that will be displayed on mobiles. You should be able to freely change the skills TITLE simply by changing the second string. [Edited due to legality] By the way this is a SourceCode edit, So please dont PM me on where Utility.cs and Skills.cs are located, k thnx |
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#4 (permalink) |
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UO Gamers: Demise Administrator
Join Date: Oct 2002
Location: Swamp
Age: 29
Posts: 10,819
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There is no FAQ forum.
__________________
psz Demise' Creator (Retired) The RunUO.com Forum Moderator Team Former Official RunUO Scripter (Retired) Websites: My 360 Blog My Gaming Site(Old Link) My Gaming Site(New Link) |
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#7 (permalink) |
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P3'c Orion Aviator
Join Date: Sep 2004
Age: 30
Posts: 1,272
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We should get a core modification tutorial put together with the major compilers.
(#develop,vs.net,c#builder) Ill look into this tomarrow, Its too late to write readable english right now. But Im sure there will be many topics asking how to compile the source and where they can get vs.net, or where they can get something else to compile and so on.. No more FAQ section! thats absurd!?????? <--Not Serious |
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#8 (permalink) |
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UO Gamers: Demise Administrator
Join Date: Oct 2002
Location: Swamp
Age: 29
Posts: 10,819
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You apparently didn't read Ryan's post (As 99% of people don't)
It's being replaced with a RunUO Knowledge Base.
__________________
psz Demise' Creator (Retired) The RunUO.com Forum Moderator Team Former Official RunUO Scripter (Retired) Websites: My 360 Blog My Gaming Site(Old Link) My Gaming Site(New Link) |
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#11 (permalink) |
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Forum Expert
Join Date: Dec 2002
Posts: 730
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This will add the skills server side, but then you will have to edit the skills file on the client(there was a program for this, try google), there is also a fix for making it show the skill gump and notifications right on the client, it was posted on the 3rd party tools a long time ago, perhaps it's still there.
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#13 (permalink) |
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Join Date: Jun 2004
Age: 26
Posts: 103
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you could always just ignore the clients skill window and make your own ... check the archives as there is at least one instance of this being done I saw, and I think a few more that were on about this subject.
the information is there if you search for it. |
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#15 (permalink) |
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Join Date: Dec 2003
Posts: 1,069
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Nah, you can make your own custom skills without touching the client at all. I know, I've done it.
Just need to make your own skills array for your playermob and override some skill checks to do your own skills then override the default skills menu. not really hard to do if you know exactly what you want your skill to do.
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#16 (permalink) |
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Join Date: Nov 2004
Age: 22
Posts: 106
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Alright. After considering the possibilities (as well as my supreme hatred for bushido and ninjitsu and chivalry) I came to this: I'm not going to introduce new skills, but instead, rename other ones to things that are specific to my shard. I can then reference them appropriately, with their new names, and not have to even go near any 'grey' legal areas.
Incidentally, would I have to distribute an updated skills.mul? or would the skillnames just carry from my changes serverside? |
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