Difference between revisions of "Making your own Skills"

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Revision as of 00:47, 3 June 2009

Scripted Skills

First of all, we need to cancel all the default behavoiur. How to do this? Simple, "SKF_SCRIPTED" (Add this flag to the Skill). This flag cancels all of the hardcoded behaviour of Sphere and leaves the work up to us on our triggers. You only need that and this explanation of how skills are played:


[SKILL 55]
DEFNAME=SKILL_APPRAISE

FLAGS=SKF_SCRIPTED

KEY=ItemID
TITLE=Merchant
PROMPT_MSG=What do you wish to appraise and identify?
DELAY=1.0
ADV_RATE=2.5,50.0,200.0
STAT_STR=0
STAT_INT=85
STAT_DEX=0
BONUS_STR=0
BONUS_DEX=0
BONUS_INT=100
BONUS_STATS=25
ON=@Select
    // Fires when a player selects the skill in the menu.
    // RETURN 1   - Prevent using the skill
    // RETURN 0/2 - Allow skill to be used
    
ON=@Start
    // Fires when the skill begins.
    // RETURN 1    = Prevent using the skill
    // RETURN 0/2  = Allow skill to be used
    // ACTION = -1 = Fail (@Fail).
    // ACTDIFF     = Skill required to succeed (0-100). Set to a negative value to fail the skill.
    
ON=@Success
    // Fires when the skill successfully finishes
    // RETURN 1    = Abort the skill
    // RETURN 0/2  = Proceed with allowing player to gain skill
    
ON=@Fail
    // Fires when a character fails the skill
    // RETURN 1    = Prevent skill gain
    // RETURN 0/2  = Allow skill gain
    
ON=@Abort
    // Fires when a character aborts the skill (going into war mode, for example)
    
ON=@Gain
    // Fires when a character has a chance of gaining skill
    // ARGN2       = The chance to gain skill (0-1000, writable)
    // ARGN3       = The maximum skill level the character can gain to (writable)
    // RETURN 1    = Block skill gain
    // RETURN 0/2  = Allow skill gain calculation to continue
    
ON=@UseQuick
    // Fires when the skill is used with the USEQUICK function
    // ARGN2    = Skill difficulty (0-100, writable)
    // ARGN3    = Whether or not attempt is successful (writable)
    // RETURN 1 = Fail the skill attempt without skill gain
    // RETURN 0 = Succeed the skill attempt without skill gain
    // RETURN 2 = Proceed with skill gain (use ARGN3 to set fail or success)


Fighting Skills

Now, we're going to create a Fighting Skill. This one is easier since the work to make the success, speed, etc are all hardcoded. So, the trick here is "SKF_FIGHT", add that flag to your skill and you got it! Now, the only tweak needed is to the weapon, so if my skill is called AxeFighting, my weapon should look like this:


[ITEMDEF 0df0]
DEFNAME=i_staff_black
TYPE=T_WEAPON_MACE_STAFF
FLIP=1
DAM=12,14
SPEED=37

SKILL=AxeFighting //<-- Here you set your Skill Name.

REQSTR=35
TWOHANDS=Y
WEIGHT=4


Crafting Skills

In this case, the calculations and formulae are hardcoded. So, in this chapter we're going to use a new skill flag, it is named: SKF_CRAFT. You could imagine what to do now you have this flag added. Yes, change the item SKILLMAKE, so we're going to replace the old skill with the new. Let's say this skill is named Herbalist, this is how it should look:


[ITEMDEF 04554]
DEFNAME=i_GOLDEN_PLATEMAIL_ARMS
NAME=Golden Platemail Arms
ID=i_platemail_arms
ARMOR=30
REQSTR=40
WEIGHT=5
RESOURCES=18 i_ingot_gold

SKILLMAKE=Herbalist 64.5

CATEGORY=Provisions - Armor - Colored
SUBSECTION=Golden
DESCRIPTION=Platemail Arms


Magician Skills

This one use the flag SKF_MAGIC. And the logic here is go to the SPELL section and change the SKILLREQ. But this is a tutorial and I should add an example, I named the skill "MagicalMan", the spell should look like this:


[Spell 2]
DEFNAME=s_create_food
NAME=Create Food
SOUND=snd_SPELL_CREATE_FOOD
RUNES=IMY
CAST_TIME=1.0
RESOURCES=i_reag_garlic,i_reag_ginseng,i_reag_mandrake_root
RUNE_ITEM=i_rune_CREATE_FOOD
SCROLL_ITEM=i_scroll_CREATE_FOOD
FLAGS=SPELLFLAG_TARG_XYZ
EFFECT_ID=0
EFFECT=0
DURATION=0.0
MANAUSE=4

SKILLREQ=MagicalMan 10.0

INTERRUPT=100.0,100.0