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> Skill Use Discussion
Xantier
post 2 Jan 2010, 02:00 AM
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Are we gonna script OSI style instant skill use ? I mean , you use the skill directly but wait x seconds delay to use another. And how can we disable skill & spell interruption with war/peace mode ? In OSI or another shards , you can't interrupt the spell you cast or the skill you use by pressing TAB and you can use skills even in war mode..


Oh and what about Guaranteed gain system , skill gaining like in RunUO, OSI ?
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jeem
post 2 Jan 2010, 04:43 AM
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Yeah, we are going to be using waiting times with skills. Its foundations are ready, what we need is some info. For one, I've never played in a UO server which is emulated by other than sphere. So I don't know much about new features that EA made. If someone can provide me with the info, I can add this to SVN in no time.

About abort thing, EA has pre-cast, right? It may not make much difference with precast on but most of sphere's users will probably disable precast. So we best not do anything about that in the SCP. But we may open up a suggestion thread. Maybe like a WarPeaceAbort .ini option.

Oh and, how does the craft system work? Does it have waiting times? Is it used instantly or is it like what we have with sphere?
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ShiryuX
post 2 Jan 2010, 03:35 PM
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Crafting calls makeitem function (which uses action property), alters the actdiff as needed and then, tweak the item at @SkillMakeItem
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pyromapes2k
post 3 Jan 2010, 12:34 AM
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Precasting is actually quite a common feature. It is only sphere that still uses this older system. If the aim is to allow the option for people to play something closer to EA, then full support of precasting should be included.

the craft system is basically like sphere, but it uses menus and other new features that were added later on. Also, it may be worth noting that smiths on OSI do not require ingots or even blacksmithing to repair an item, but the skill of the smith does determine the new maximum health of the item once repaired. I think the menus has already been added in though.

On OSI skills were not so restricted. You could use more than one at once but they were still delayed. All combat skills were obviously seperate and could not be used at the same time. All selected skills (ones with buttons in the skill menu to activate) all used a delay system and could not be used together. All the selected skills were also no under constant use like they are in Sphere, for example, someone hiding in sphere has the hiding skill active, but someone who uses hiding on Osi performs the hiding check and hides but once hidden is not classed as using a skill any more.

A lot of selected skills also did not reveal you, such as anatomy or eval int.

Most object based skills (lockpicking, healing) can be used at the same time and do not have a delay, but obviously you can only heal one person or pick one lock at once, but you could be healing AND picking a lock at the same time.

Combat includes magery and the other magic skills as they cannot be used while swinging (or at least in the case of magery) even holding a weapon. I cannot say much for the new magic types though. People on OSI could fizzle you, but it did not cause the fizzle sound, it simple said you lost your concentration and cancelled the cast, people with high wrestling were better at avoiding the concentration loss from melee strikes)

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Xantier
post 3 Jan 2010, 11:59 PM
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I did something..

CODE
[DEFNAME Skill_Delays]
Skill_Anatomy_Delay 10
Skill_AnimalLore_Delay 10
Skill_Taming_Delay 60
Skill_ArmsLore_Delay 10
Skill_Begging_Delay 60
Skill_DetectingHidden_Delay 10
Skill_Enticement_Delay 10
Skill_EvaluatingIntel_Delay 10
Skill_Forensics_Delay 10
Skill_ItemID_Delay 10
Skill_Meditation_Delay 100
Skill_Peacemaking_Delay 10  // 6.0 seconds at @success and fail
Skill_Poisoning_Delay 100
Skill_Hiding_Delay 100
Skill_Provocation_Delay 10  // 10.0 seconds at @success and fail
Skill_RemoveTrap_Delay 100
Skill_SpiritSpeak_Delay 50
Skill_Stealing_Delay 100
Skill_Stealth_Delay 100
Skill_TasteID_Delay 10
Skill_Tracking_Delay 100


CODE
[events e_player]
on=@skillselect
if (<src.ctag0.skilldelay> > <serv.time>)
src.sysmessage You must wait a few moments to use another skill.
return 1
endif
src.ctag0.skilldelay=<eval <serv.time>+<def0.skill_<serv.skill.<argn1>.key>_delay>>


Make all selectable skill delays=0
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jeem
post 4 Jan 2010, 01:05 PM
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I've started this for all skills. You will be able to alter the delays from sphere_pack_defs.scp but delays will be called separately from their .scp files. Here's an example:

CODE
[SKILL 1]
DEFNAME=SKILL_ANATOMY

on=@select
if <def.scp.SkillsWaitingTimes> == 1
f_skill_delay <getargv 0,<def.skill.1.waittime>>
endif


I prefer this way over an event to control all delays because it's more accurate and it gives more flexibility. Also, I will be removing scripts/add-ons/skills folder because I don't see any use for them now that we separated skills to their own files in scripts/skills folder. I made it for some skills the rest should be ready in a few days. Meanwhile I could use some feedback on the finished ones.

P.S. Begging requires the latest nightly release which includes @targetcancel trigger for skills.
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ShiryuX
post 4 Jan 2010, 02:27 PM
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Use @SkillWait (or @Wait in case of skill sections). But anyway, if you start a skill usually you get a target, a delay for action (also called stroke) and then the Wait time until a new action, so @SkillWait should be used to check and @Success/@Fail/@Abort for the timing.
If you check sphere_events_players.scp you will see
CODE
on=@skillwait
if <tag0.skillrecovery> > <serv.time>
src.sysmessage <def.scp.skill_mustwait>
return 1
endif


The check code was already added. Try merging them.
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jeem
post 4 Jan 2010, 02:54 PM
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That depends on the skill I'm working on. For hiding and stealth I'll be using @Wait. But for some others I'll be using @Select because we want delays after required checks are made.

I had noticed that code, and am using it. Thanks. (IMG:style_emoticons/default/smile.gif)

Could someone tell me if EA is allowing the use of every skill while in combat or crafting, or is that just for hiding and stealth? Can we use anatomy while fighting someone? If that's the case I'm going to have to move all skills (and the delays of course like ShiryuX said) to @Wait trigger.
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pyromapes2k
post 4 Jan 2010, 07:57 PM
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All selectable skills can be used in combat, as far as I am aware, they will interrupt crafting though, but not sure.

So, yes, anatomy can be used while in combat. Taming can definitely be used while in combat. Hiding can if you are far enough away. Spirit speak can, etc.

Also, all these skills will not remove you from combat. (for example, if you use hiding and they run next to you, you will take a swing and become visible (anyone on EA would tab out of combat after hiding).
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jeem
post 5 Jan 2010, 12:59 PM
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Okay, check the last update. I've done most of the selected skills. Could someone try them out? Remember to enable the option in settings file.
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