I'm attempting to create a new category in the skills menu for social skills that will be useful for GMed quests.
Skills such as persuation, intimidation, lying, bluffing, etc..
My question:
How do I get the skills to display properly in the skills menu, attach scripts to the skill, and put that nice little blue gem next to the skill so when clicked on it runs the script.
Basically what I envision these skills doing is rolling a d20, adding a modifier based on the skill, and printing the result to the screen via global text. Should be fairly simple to code once I know how to attach and implement the skill.
This brings me to the second question. Which function displays global text? (So that all clients recieve the displayed text.)
Custom skills?
- Xuri
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To edit the default UO skillgump you have to use an editor and edit skills.mul/idx by hand. And as far as I know, you can only exchange skills with new ones (i.e. rename) and not add new ones.
If, however, you use the onSkillGump JS event, you can override the client's request to open the skillgump, and instead send a custom one with as many or as few skills as you'd like =)
Note that any new skills you add would have to be scripted entirely, including skillchecks, skillgain, etc, since the source is hardcoded with a specific number of skills and only supports skillchecks and whatnot for those, I believe.
If, however, you use the onSkillGump JS event, you can override the client's request to open the skillgump, and instead send a custom one with as many or as few skills as you'd like =)
Note that any new skills you add would have to be scripted entirely, including skillchecks, skillgain, etc, since the source is hardcoded with a specific number of skills and only supports skillchecks and whatnot for those, I believe.
-= Ho Eyo He Hum =-