People who played at Middle Earth UO shard might remember that when using skills the server sent you messages:
Points:..
Success Chance:..
Points Gained(not gained)
The question is: how does the SysHook function CheckSkill calculates the success chance?
Or they might have created their own function, which is not using checkskill??
Second question is:
If you enable in watch.cfg combat messages, the Core prints it into console, how to make it print messages to characters??
on ME hey did it somehow....
If I had Core Source, I could've done this myself..
Is there any chance to get Pol source code?
I'm using Pol Core 96
Thanks in advance
Skill messages, and combat messages
A lot of scriptsets hook CheckSkill.
However since CheckSkill uses skillids, it's not acceptable to those who want to eliminate skillid altogether! Take a look at the distro. It bypasses CheckSkill by defining its own function "SkillCheck" instead which uses attributes entirely.
Since you code it yourself you have complete freedom to print all sorts of information to the player, as well as total freedom to define the chance of success. eg I allow the player to optionally see the number of points that are accumulating towards a 0.1 gain.
I still use the old CheckSkill system where 20 below the skill is a 0% chance of success, and 20% above is 100% success. The range inbetween is a linear amount where equalling the skill gives 50% chance of success. That should be really easy to show as a message to the player if they wanted it.
Points gained is fairly simple. It's a parameter passed to both SkillCheck and CheckSkill, so you can readily display that too.
Given all that, it's relatively easy to display to the player their chance of success and the points gained. (If you still use points, but that's another story.)
As for damage, hits and misses, that too is readily done if you hook combat. On my shard the target gets a number above their head equalling the hp they lost, and it's easy to have a miss printed onscreen as well as parry messages because the combat hook does all the calculations and so you can easily display it.
However since CheckSkill uses skillids, it's not acceptable to those who want to eliminate skillid altogether! Take a look at the distro. It bypasses CheckSkill by defining its own function "SkillCheck" instead which uses attributes entirely.
Since you code it yourself you have complete freedom to print all sorts of information to the player, as well as total freedom to define the chance of success. eg I allow the player to optionally see the number of points that are accumulating towards a 0.1 gain.
I still use the old CheckSkill system where 20 below the skill is a 0% chance of success, and 20% above is 100% success. The range inbetween is a linear amount where equalling the skill gives 50% chance of success. That should be really easy to show as a message to the player if they wanted it.
Points gained is fairly simple. It's a parameter passed to both SkillCheck and CheckSkill, so you can readily display that too.
Given all that, it's relatively easy to display to the player their chance of success and the points gained. (If you still use points, but that's another story.)
As for damage, hits and misses, that too is readily done if you hook combat. On my shard the target gets a number above their head equalling the hp they lost, and it's easy to have a miss printed onscreen as well as parry messages because the combat hook does all the calculations and so you can easily display it.