ID:162690
 
Can some one make a custom skill library or demo plz i looked for some but the only one i could find required me to subscribe to him.
You're being too vague to begin with. What is a 'custom skill'? How should it work in the game? etc.

Also, it's more likely you'll get support in the forum than someone making a new demo, and requests aren't quite standard here anyway. At least certainly not common. Unless they're code requests, though they're shunned upon... and at 2nd thought, this might be one.
In response to Kaioken
Kaioken wrote:
You're being too vague to begin with. What is a 'custom skill'? How should it work in the game? etc.

Also, it's more likely you'll get support in the forum than someone making a new demo, and requests aren't quite standard here anyway. At least certainly not common. Unless they're code requests, though they're shunned upon... and at 2nd thought, this might be one.

well i was saying custom skill as in custom spell, or power. and i was asking for a demo because i seen it in the forums before and didn't quite get it.
In response to Scarymonkeys623
I've seen people make it where you have to draw something, maybe that could help, maybe something like this if you want

 mob/verb/custom_whatever
if(usr.skillpoints = 10
<insert input code here> // you can also make it so that they can choose a gif already used...
if("Create_Spell") // like a fireball or icicle
<insert element table or whatever>
if("fire")
icon = 'something like fire.dmi'
element = 1
<insert everything else here> <dm>

I hope my noob code helped some o.o

In response to PheonixReborn
lol thnx i think i can make something with that.
In response to Scarymonkeys623
no problem, I've been waiting for someone to actually do that without removing it o.o
In response to PheonixReborn
I can provide you with an explanation on how to do something like what you're after.

Basically, when you're creating a custom spell the player would be allowed to set the spells stats to a certain degree. You're going to need to make a basic spell obj like you would for a normal spell. Next you'll need to use various input() procs to let them set to stats (to a certain amount, set your limits). Once they've set the stats and chosen an icon, you'll need to have a variable on the player to set the obj to. I'll assume that they have a "custom spell" verb they can use to cast that spell. Whenever they want to cast that spell, just have it access that variable on the player, and create a new obj from the obj you saved onto the player.

I think I explained this in another post too.
In response to Pyro_dragons
yea you did thats why i said

i was asking for a demo because i seen it in the forums before and didn't quite get it.