How to make a Roblox JOJO game #5 | Abilities
Summary
TLDRIn this video, the creator introduces a revamp of the skill system for a 'juju' series, streamlining the process by organizing abilities into a 'stem skills' folder with modular scripts. They demonstrate setting up a 'Monkey Supreme' stand with a 'Skill Handler' for input commands and customizing stand abilities. The tutorial covers creating a logo script for user inputs, implementing a summon function, and adjusting animations and cooldowns. Viewers are encouraged to create their own skills using the modular system, with a teaser of a custom skill showcase.
Takeaways
- 😀 The video is part of a 'Juju' series focused on creating abilities for a game or project.
- 🛠️ The creator is revamping the skill system to make it less messy and more organized.
- 📁 A new folder called 'stem skills' is introduced to house the skills for each stand.
- 🔄 A 'skill handler' is created to manage the skills using module scripts, streamlining the process.
- 🔑 Key inputs like Q, E, Z, T, R, and H are used for different abilities, with M1 for clicks and barrages.
- 📝 The script includes checks for the existence of certain functions and modules before executing them.
- 🎮 A modular approach is used for summon functions, allowing for easy customization of different stances.
- 🔄 The video demonstrates the process of creating a modular script for 'M1' abilities that can be reused.
- 🖌️ The 'brush' ability is mentioned, with a multiscript approach for handling different stand checks.
- 🔄 Cooldown checks are implemented to prevent overuse of abilities.
- 🌀 The aura is integrated into the character, enhancing the visual representation of the stand's abilities.
Q & A
What is the main topic of the video?
-The main topic of the video is creating and revamping abilities for a 'stand' in a game, which involves reworking the skill system and organizing it into a more modular and manageable structure.
What is the purpose of creating a 'stem skills' folder?
-The 'stem skills' folder is created to organize the stand abilities in a more structured way, making it easier to manage and expand upon in the future.
What does the term 'module script' refer to in the context of this video?
-In the context of this video, a 'module script' refers to a script that is created for each stand, which will contain the abilities or skills associated with that stand.
Why is the creator renaming the script to 'Monkey Supreme'?
-The creator is renaming the script to 'Monkey Supreme' as an example for the tutorial, indicating that it's a stand with abilities that will be scripted and organized.
What is the role of the 'skill handler' in the new system?
-The 'skill handler' is a script that will manage the abilities or skills of the stand. It will check for the stand name and then use the corresponding module script to execute the skills.
What is the purpose of creating an 'input' remote event?
-The 'input' remote event is created to handle user inputs for the stand's abilities. It allows the game to detect when a player presses certain keys to activate the stand's skills.
How does the video script address the issue of having too many keys for abilities?
-The script suggests using a few mandatory keys (Q, E, Z, T, R, H) and allows for additional keys to be added if necessary, by following a specific pattern in the script.
What is the significance of the 'cooldown' in the context of abilities?
-The 'cooldown' is a mechanism to prevent the overuse of abilities by making them unavailable for a certain period after use, which is implemented in the script to balance gameplay.
Why is the creator making a modular script for the summon function?
-The creator is making a modular script for the summon function to allow for easy customization and reusability of the summon ability across different stands.
What is the purpose of the 'combat server' module script mentioned in the video?
-The 'combat server' module script is intended for reuse in multiple stands' combat abilities, streamlining the process of creating and managing combat-related skills.
What issue does the video script address regarding the animation of the stand's abilities?
-The video script addresses the issue of ensuring that the animations for the stand's abilities play correctly, including troubleshooting steps when the animations do not play as expected.
How does the video script handle errors that occur during the development of the skill system?
-The script provides troubleshooting tips, such as checking for errors in the 'skill handler', ensuring that animations are properly set up, and verifying that all necessary parameters are included in the scripts.
What is the final outcome the creator expects from the viewers after watching the video?
-The final outcome expected is that viewers will understand the skill system and be able to create their own abilities or skills for their stands, using the modular script system demonstrated in the video.
Outlines
🛠️ Revamping Skill System Structure
The speaker introduces a plan to overhaul the existing skill system in a game development project, focusing on improving the organization and functionality of the 'moves' folder for a stand in a game. They intend to create a 'stem skills' folder and a 'skill handler' module script to streamline the process and eliminate redundancy. The speaker also discusses the creation of a new input system using a 'user input service' and outlines the basic structure for handling key inputs like 'Q', 'E', 'Z', 'T', and 'R'.
🔧 Implementing Modular Skills and Summon Functions
The script proceeds with the implementation of modular skill scripts, starting with a 'monkey supreme' module. The speaker explains the process of checking for specific functions within the module and calling them with character and press parameters. They also discuss creating a modular insert for summon functions, allowing for customization of different stances. The focus is on making the script more efficient and adaptable for future expansion, including handling potential errors and ensuring the summon function works correctly.
🎭 Adjusting Animation and Cooldown Mechanics
The speaker moves on to the animation and cooldown aspects of the skill system. They describe the process of setting up an animation controller for the stand's idle state and ensuring the animation plays correctly. They also implement a cooldown check function to prevent skill spamming. The speaker encounters and resolves an error related to the 'transparency' property, demonstrating a troubleshooting approach within the script.
🤺 Developing M1 Skill Mechanics
The development of the M1 skill is detailed, with the speaker creating a new module script for combat. They outline the process of defining the M1 function, setting parameters, and integrating it with other combat mechanics. The speaker also discusses the challenges of working with the combat system and the need to make the script more efficient. They successfully test the M1 function and make adjustments to ensure it works as intended.
🖌️ Integrating Brush and Barrage Skills
The speaker discusses the integration of the 'brush' skill, which involves creating a multiscript and checking for the existence of the 'stand'. They also address the removal of the combat handler and the need to adjust the 'barrage' function with additional parameters. The speaker encounters and fixes an error related to the 'attempted index deal with get attribute', ensuring the summon function works correctly and the barrage skill is implemented without issues.
🔄 Fine-Tuning Skills and Cooldowns
The speaker fine-tunes the skills, adjusting the maximum punch count and ensuring the cooldown system works effectively. They also address the aura mechanic, ensuring it is integrated into the character model. The speaker demonstrates the successful implementation of the skills and the aura, showcasing the functionality of the newly created system.
🎉 Conclusion and Future Skill Development
The speaker concludes the tutorial by summarizing the newly created skill system and inviting the audience to develop their own skills using the established framework. They acknowledge the limitations of not being able to create tutorials for every skill and offer to make specific tutorials upon request. The speaker showcases a custom skill they have created and encourages the audience to watch the 'gnome code' video for further guidance on skill creation.
Mindmap
Keywords
💡Revamping
💡Module Script
💡Stand
💡Skill Handler
💡Input Script
💡Key Code
💡Animation Controller
💡Cooldown
💡Barrage
💡Aura
💡Custom Stand
Highlights
Introduction to creating abilities in the juju series.
Revamping the skills system to avoid a messy structure.
Creation of a 'stem skills' folder and a module script for each stand.
Introduction of a 'Monkey Supreme' module script for stand abilities.
Development of a 'skill handler' to manage stand abilities.
Elimination of redundant scripts and events for a cleaner setup.
Creating an input script for user interaction with stand abilities.
Using keycodes to trigger specific stand abilities.
Implementation of a modular approach for summon functions.
Customization of summon sounds for different stances via module scripts.
Efficiency improvement by removing unnecessary checks and parameters.
Introduction of a local function for cooldown checks.
Integration of animations and aura into character models.
Troubleshooting and debugging issues with summon functions.
Creating a modular script for combat abilities like 'M1'.
Optimization of the script for better performance and readability.
Testing and validation of the combat abilities in-game.
Finalization of the skill system allowing for custom skill creation.
Invitation for viewers to create their own skills using the established system.
Showcasing a custom skill creation process and its outcome.
Acknowledgment of a broken skill and the need for further tutorial support.
Conclusion of the tutorial and anticipation for the next video.
Transcripts
hello guys welcome back to the juju
series and today we are going to be
creating abilities so that's cool right
okay but first i am going to be
revamping how the skills work right now
we have a moves folder for the stand and
inside it is the input and then we have
there are more events in the replicated
storage and then
um the scripts for the skills in server
script service not in folder or anything
and i think that's really messy so i am
going to be reworking it so here's what
i'm going to do
i'm going to be making a folder called
stem skills
so i'm going to be making a module
script for each stand right now i'm
going to be
making
a module script for my stand there's
only one ton currently the next video
will be about making more stands and
making a system for more stands
i am going to be naming this monkey
supreme or something
okay so we are going to be putting the
skills right here
and we're going to be making a handler
for these skills i'm going to name it
skill handler
to um
use the module script and you don't need
to use these scripts anymore so one is
flander
okay
and we also don't need this anymore
but we're going to be making the inputs
first
let's create a logo script i'm going to
call it
um input
let's make remote event to call it input
okay
local user of a service scheme can
service
user input service
local remote equals game the robots rich
way for child
input and pit i don't know what
input
service dot input again connect function
key typing
if typing then stop the script
i'm going to be doing a few keys if you
want to add in more keys you can just
you can do that by doing this
if kira keycode equals another
keycloud.q
then then i'm going to be doing e
those are mandatory
then i'm going to be doing z
or something z
maybe t
maybe r
[Music]
and maybe um
user input type
[Music]
for the
m1 for the clicks
and you do input ended
for the barrage for the e key
and if you want to add in like um
[Music]
like another move that you need you can
hold you can put that key button instead
of input and
if g dot key code equals
[Music]
i'm going to do this for now since
i don't know
[Music]
fire server the key
and
press
[Music]
since just in case we need this for
action now we're going to use
the second parameter for e
[Music]
we don't need um
[Music]
you don't need the pressed parameter for
anything else
true
[Music]
[Music]
okay that's cool
now in skill handler let's
make our motivation variable
[Music]
let's require the module actually no no
no we're going to require it instead of
the answer for events since
we're going to check
if the stand is
um
we're going to check for the stand name
then we're going to use the module
script with the same stand name but
that's for another video when we made um
when we've made
a stand system
player pressed
the module equals
fire
game dot
um
server storage
stand skills
dot
monkey supreme
okay
module
oh yeah here's the key
and here's the press
module
key
if module key
which is checking if
um the module has a function that's
called q e r t
or any of the inputs then we're going to
call the function
um there should be a character parameter
i'm going to put in a character
parameter and the press parameter for
the barrage
okay
let's make the functions
dot umq
[Music]
h maybe
h
and t
let's add an h
[Music]
this looks inefficient right now but i'm
going to be improving it later
okay
so now let's make a modular insert of
this for
the summon function
[Music]
if you need to make another module
instead of this module then go for it
let's copy this
[Music]
since the summon um
since the summon is inside of a module
script now and
um
you have different different sounds for
each stance you can easily customize it
using this module script
so let's say we have another stand
called renostra platinum
[Music]
then you can just customize the summon
by editing this module script
okay
module
two module
don't need the remote event
oops
let's make
some um the function for summon
character
let's make else let's make um
a local function
for the cooldown check
[Music]
[Music]
copy this
[Music]
delete this
there we go
since we
don't need to check for the aura
you can just do something like this
where is it
and put the aura here
and let's also put this
here
so
um
the script gets shorter
before we need to check if the r exists
in some stands
let's say
there are some stands and
they don't have an aura then it's going
to have an error
in this case we're going to have
different summon modules for different
stance so it's fine
and that's what i like about it
function module dot on summon
character
[Music]
let's also do cooldown check
clean check character
and for the animation
[Music]
put the idle
in this i don't know
in here
let's play the animation right here
ctrl
stand dot animation controller
anim
equals uh
controller
stand dot idle
when it needs to get parented
so the animation can play
let's put it here
[Music]
[Music]
okay
[Music]
now let's put in
the ancient function right here
let's also remove this since we don't
need this
[Music]
cooldown check
character
and let's see
it looks fine
let's maybe put this here
[Music]
okay
now inside of the monkey supreme
let's put this
parameter character
i'm going to check for the stand
character on the first child
stand and let's require the module
google summon handler
acquires script that somehow
stand then
summon handler.on summon
character
else
summon handler.summon character
now we don't need
this
we don't need this you don't need um you
don't need this
you don't need this
oops
let's see if this works
[Music]
oh
have we sent the key
actually
um
let me do something
like print the key
[Music]
oh it's and i'm.q
well let's stop okay so instead of i'm
sending the key code we're going to send
a string
like
q
hold on
where is it there it is
q
[Music]
e
z
t
r
h
[Music]
for this i'll do m1
[Music]
[Music]
let's see if this works
okay it works oh an error let's see
transparency is not a valid
member of the script raj
okay let's see
there is an error inside of the
summon handler i presume
hmm
okay
guessing it's because of this
[Music]
and
[Music]
okay it should work now
well the animation isn't playing
[Music]
[Music]
okay let's play the animation then
let's see if this works
it will work
after this let's do the barrage and the
m ones then let's make the skills that's
the fun part
okay
let's now do the m ones
so for the m1s i'm going to be making a
new module script inside of modules
since it's going to be reused in a lot
of the in a lot of stands
combat
there's combat server
copy this put this in combat oh it's
going to be
really annoying to work with i can
predict it
oh god okay
okay so i know this is going to be
really annoying to do okay so let's make
the module a little module
return module
and let's make the function module i
don't know um
function module
dot m1
let's do m1
let's put this right here
[Music]
i'll do character
[Music]
i'm gonna move this
and this should be character name
[Music]
and let me adjust some stuff
um
maybe this combo changer
um
[Music]
okay
let's see if i can do anything else
to make the script shorter or something
let me organize this a bit
[Music]
i'm gonna need prams honestly
you can just do something like this
if a human equals
[Music]
and let's see if i can change some stuff
her name
um
hmm
[Music]
let me think
can i put this inside of a function
hmm
okay let me try
you don't need this
[Music]
little build equals character dot stand
dot build
yeah this looks really messy right now
[Music]
and we do
[Music]
task.wait
and do this
[Music]
[Music]
point seven
since point seven plus point three is
one
what let's try let's try
let's see if i can do anything else
okay let's try this out
here is monkey supreme there it is
let's do module
m1 character
let's require the punch module
punch service or something i don't know
what to call it
combat
[Music]
and let's try
[Music]
disabling this
okay let's try it out
world is not a valid number
built
okay let's try it out
okay it's working actually
oh it's not twinning back
yeah yeah yeah i'll just
revert the change
[Music]
so
[Music]
let's see if this works now
[Music]
it works
[Music]
yeah it's working now let's do the brush
okay
so for the brush here's what i'm going
to do
i'm going to make another multiscript
instead of modules
actually there already is brush and
rocky i forgot i made this
so let's just put in the brush here
character
do something like this
stand equals character dot stand
for child stand and we're going to check
if the stan exists right if not stand
then return and
and also let's remove combat handler and
in replica search let's remove the
combat
and instead let's remove
the combat handler
let's just move moves
and
let's do the same thing for here
because stand equals character
fine through child
find
stand
if not stand then return and
thus also require the broad handler
let's go to server strip service in the
barrage let's copy this
[Music]
let's also add in another parameter
called pressed
we already added in the parameter in the
local script as you can see right here
true and
let's add in false
i can just do this
[Music]
let's see if this works
my summon isn't working
oh there's an error
yep
remove this
okay oh
i'm stuck
i don't know why this is happening maybe
because it's anchored or something
let's see
oh
this done as a unit how did that happen
let's try it out now
okay it's working now and the barrage
has an error let's see what's the error
line 36 attempted index deal with get
attribute
[Music]
oh it's
i thought i removed this
character
oh wait i haven't disabled this
[Music]
i'll just remove this
and then monkey supreme
barrage dot character equals character i
forgot this was mandatory
okay let's see if this works now
it will work
yeah it works
that's nice
i'm going to change the max punch to
450.
[Music]
since i don't want the brush to be long
i don't want the brush to be that long
and let's see if the cooldown works
yeah the cooldown works
[Music]
[Music]
yeah it's working
that's nice
oh yeah and for the aura
let's um
[Music]
i want the aura
to um to be in my character also
so let's do something like this
for ivy in pay risk character get
this sentence
do
if
you do this
and i want it to be in my character too
[Music]
and yeah
so now that we've made a system
um for the abilities
we've made a modular script for the
abilities and
we've made a skill oh it's this
event
try to move something
i didn't
what happened
um
i didn't do anything
nothing it works now i don't know why
that happened
well okay
the aura is in my character now which is
cool
all right so now that we've made
a system for the abilities
we can now make the actual abilities all
right so this is where you come in i've
made the skill system and now you just
need to make the skills
now i can't just
make tutorials for every single skills
like starting or anything
and i can really show you the clip of me
making
my skills and it's a custom sand
it's not a stand from jojo but if you
want a tutorial on this skill i will
make a tutorial on it
now i recommend watching the gnome code
video on how to make anything to make
your skills
alright so this is how my skill turned
out i have made two skills but the other
skill is broken
so i'm going to be showcasing only you
one skill
and this is how it turned out
it's pretty cool
this is it for this video
and i will see you next time
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