How to make a Roblox JOJO game #5 | Abilities

SushiMaster
6 Aug 202233:58

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

00:00

🛠️ 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'.

05:05

🔧 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.

10:11

🎭 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.

15:24

🤺 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.

20:26

🖌️ 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.

25:32

🔄 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.

30:40

🎉 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

Revamping refers to the process of overhauling or making significant changes to a system or structure to improve its functionality or appearance. In the context of the video, the creator is revamping the way skills work in their 'juju' series, aiming to streamline and organize the skill system more efficiently.

💡Module Script

A module script is a script that is designed to be reusable and modular, allowing for easy integration into different parts of a project without the need to rewrite code. The video discusses creating module scripts for each stand, which will help in organizing the skills and making the system more maintainable.

💡Stand

In the context of this video, 'stand' likely refers to a character or entity within the 'juju' series that has unique abilities or skills. The script mentions creating a module script for 'Monkey Supreme,' which is an example of a stand with specific skills that the creator is developing.

💡Skill Handler

A skill handler is a script or a set of scripts designed to manage and execute the abilities or skills associated with a character or entity. The video describes creating a 'skill handler' to manage the skills of the stands, indicating a centralized control system for the abilities.

💡Input Script

An input script is used to handle user inputs or interactions within a software or game environment. The video script mentions creating an 'input' script that uses a remote event to manage user inputs for the stand's abilities, such as key presses.

💡Key Code

A key code is a unique identifier for a specific key on a keyboard. In the script, the creator uses key codes to detect which key has been pressed, allowing the game to trigger the corresponding stand ability, such as 'q', 'e', 'z', 't', 'r', and 'h'.

💡Animation Controller

An animation controller is a component used in game development to manage the animations of characters or objects. The video discusses assigning an 'idle' animation to the stand's animation controller, which is part of the process to make the stand's abilities more dynamic and visually appealing.

💡Cooldown

A cooldown refers to a period of time that must elapse before an ability or action can be used again. The video mentions implementing a cooldown check for the stand's abilities, which is a common game mechanic to balance the power and frequency of use of abilities.

💡Barrage

In gaming, a barrage typically refers to a rapid series of attacks or actions. The video script includes creating a barrage ability for the stand, which involves a sequence of actions that are triggered by a specific key press.

💡Aura

In the context of this video, 'aura' likely refers to a visual or special effect that surrounds a character, often indicating a special state or ability. The creator wants the aura to be part of the character model, enhancing the visual representation of the stand's abilities.

💡Custom Stand

A custom stand in this context is a unique creation by the video's creator, not based on any existing 'stand' from the 'jojo' series. The script mentions that the creator has made a custom stand and will provide a tutorial on it, indicating a personalized and original contribution to the 'juju' series.

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

play00:00

hello guys welcome back to the juju

play00:01

series and today we are going to be

play00:03

creating abilities so that's cool right

play00:05

okay but first i am going to be

play00:08

revamping how the skills work right now

play00:11

we have a moves folder for the stand and

play00:13

inside it is the input and then we have

play00:16

there are more events in the replicated

play00:18

storage and then

play00:20

um the scripts for the skills in server

play00:23

script service not in folder or anything

play00:26

and i think that's really messy so i am

play00:28

going to be reworking it so here's what

play00:30

i'm going to do

play00:31

i'm going to be making a folder called

play00:35

stem skills

play00:37

so i'm going to be making a module

play00:40

script for each stand right now i'm

play00:42

going to be

play00:43

making

play00:44

a module script for my stand there's

play00:46

only one ton currently the next video

play00:49

will be about making more stands and

play00:50

making a system for more stands

play00:52

i am going to be naming this monkey

play00:54

supreme or something

play00:56

okay so we are going to be putting the

play00:59

skills right here

play01:01

and we're going to be making a handler

play01:03

for these skills i'm going to name it

play01:06

skill handler

play01:08

to um

play01:10

use the module script and you don't need

play01:12

to use these scripts anymore so one is

play01:14

flander

play01:16

okay

play01:18

and we also don't need this anymore

play01:20

but we're going to be making the inputs

play01:22

first

play01:24

let's create a logo script i'm going to

play01:25

call it

play01:27

um input

play01:30

let's make remote event to call it input

play01:37

okay

play01:38

local user of a service scheme can

play01:40

service

play01:41

user input service

play01:44

local remote equals game the robots rich

play01:47

way for child

play01:49

input and pit i don't know what

play01:54

input

play02:00

service dot input again connect function

play02:03

key typing

play02:05

if typing then stop the script

play02:08

i'm going to be doing a few keys if you

play02:10

want to add in more keys you can just

play02:13

you can do that by doing this

play02:16

if kira keycode equals another

play02:18

keycloud.q

play02:20

then then i'm going to be doing e

play02:24

those are mandatory

play02:27

then i'm going to be doing z

play02:29

or something z

play02:31

maybe t

play02:35

maybe r

play02:36

[Music]

play02:40

and maybe um

play02:46

user input type

play02:49

[Music]

play02:53

for the

play02:54

m1 for the clicks

play02:56

and you do input ended

play02:59

for the barrage for the e key

play03:03

and if you want to add in like um

play03:06

[Music]

play03:08

like another move that you need you can

play03:10

hold you can put that key button instead

play03:13

of input and

play03:14

if g dot key code equals

play03:18

[Music]

play03:30

i'm going to do this for now since

play03:33

i don't know

play03:33

[Music]

play03:35

fire server the key

play03:39

and

play03:40

press

play03:41

[Music]

play03:43

since just in case we need this for

play03:46

action now we're going to use

play03:48

the second parameter for e

play03:51

[Music]

play03:55

we don't need um

play03:57

[Music]

play03:59

you don't need the pressed parameter for

play04:01

anything else

play04:03

true

play04:10

[Music]

play04:16

[Music]

play04:20

okay that's cool

play04:23

now in skill handler let's

play04:26

make our motivation variable

play04:30

[Music]

play04:32

let's require the module actually no no

play04:35

no we're going to require it instead of

play04:37

the answer for events since

play04:39

we're going to check

play04:41

if the stand is

play04:44

um

play04:45

we're going to check for the stand name

play04:48

then we're going to use the module

play04:50

script with the same stand name but

play04:52

that's for another video when we made um

play04:55

when we've made

play04:56

a stand system

play04:59

player pressed

play05:04

the module equals

play05:06

fire

play05:07

game dot

play05:09

um

play05:10

server storage

play05:13

stand skills

play05:14

dot

play05:15

monkey supreme

play05:18

okay

play05:21

module

play05:23

oh yeah here's the key

play05:25

and here's the press

play05:28

module

play05:29

key

play05:30

if module key

play05:32

which is checking if

play05:34

um the module has a function that's

play05:36

called q e r t

play05:39

or any of the inputs then we're going to

play05:41

call the function

play05:47

um there should be a character parameter

play05:49

i'm going to put in a character

play05:50

parameter and the press parameter for

play05:52

the barrage

play05:54

okay

play05:55

let's make the functions

play06:00

dot umq

play06:06

[Music]

play06:16

h maybe

play06:18

h

play06:19

and t

play06:20

let's add an h

play06:29

[Music]

play06:32

this looks inefficient right now but i'm

play06:34

going to be improving it later

play06:39

okay

play06:42

so now let's make a modular insert of

play06:44

this for

play06:45

the summon function

play06:48

[Music]

play06:51

if you need to make another module

play06:53

instead of this module then go for it

play06:57

let's copy this

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[Music]

play07:00

since the summon um

play07:03

since the summon is inside of a module

play07:05

script now and

play07:07

um

play07:09

you have different different sounds for

play07:11

each stance you can easily customize it

play07:13

using this module script

play07:15

so let's say we have another stand

play07:17

called renostra platinum

play07:19

[Music]

play07:23

then you can just customize the summon

play07:26

by editing this module script

play07:30

okay

play07:34

module

play07:36

two module

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don't need the remote event

play07:40

oops

play07:46

let's make

play07:48

some um the function for summon

play07:52

character

play07:55

let's make else let's make um

play07:59

a local function

play08:00

for the cooldown check

play08:05

[Music]

play08:11

[Music]

play08:16

copy this

play08:17

[Music]

play08:19

delete this

play08:22

there we go

play08:26

since we

play08:27

don't need to check for the aura

play08:29

you can just do something like this

play08:38

where is it

play08:44

and put the aura here

play08:49

and let's also put this

play08:53

here

play08:55

so

play08:56

um

play08:57

the script gets shorter

play09:03

before we need to check if the r exists

play09:05

in some stands

play09:06

let's say

play09:08

there are some stands and

play09:10

they don't have an aura then it's going

play09:12

to have an error

play09:13

in this case we're going to have

play09:14

different summon modules for different

play09:16

stance so it's fine

play09:19

and that's what i like about it

play09:22

function module dot on summon

play09:28

character

play09:31

[Music]

play09:38

let's also do cooldown check

play09:41

clean check character

play09:44

and for the animation

play09:46

[Music]

play09:48

put the idle

play09:49

in this i don't know

play09:52

in here

play09:55

let's play the animation right here

play10:01

ctrl

play10:04

stand dot animation controller

play10:10

anim

play10:12

equals uh

play10:15

controller

play10:17

stand dot idle

play10:23

when it needs to get parented

play10:25

so the animation can play

play10:36

let's put it here

play10:41

[Music]

play10:58

[Music]

play11:06

okay

play11:07

[Music]

play11:10

now let's put in

play11:11

the ancient function right here

play11:16

let's also remove this since we don't

play11:18

need this

play11:24

[Music]

play11:30

cooldown check

play11:31

character

play11:38

and let's see

play11:42

it looks fine

play11:49

let's maybe put this here

play11:51

[Music]

play11:53

okay

play11:55

now inside of the monkey supreme

play11:58

let's put this

play12:00

parameter character

play12:02

i'm going to check for the stand

play12:04

character on the first child

play12:07

stand and let's require the module

play12:11

google summon handler

play12:15

acquires script that somehow

play12:20

stand then

play12:22

summon handler.on summon

play12:24

character

play12:26

else

play12:28

summon handler.summon character

play12:33

now we don't need

play12:35

this

play12:36

we don't need this you don't need um you

play12:39

don't need this

play12:42

you don't need this

play12:43

oops

play12:53

let's see if this works

play13:08

[Music]

play13:11

oh

play13:18

have we sent the key

play13:21

actually

play13:24

um

play13:25

let me do something

play13:28

like print the key

play13:31

[Music]

play13:41

oh it's and i'm.q

play13:43

well let's stop okay so instead of i'm

play13:46

sending the key code we're going to send

play13:48

a string

play13:50

like

play13:52

q

play13:53

hold on

play13:54

where is it there it is

play14:01

q

play14:04

[Music]

play14:06

e

play14:12

z

play14:17

t

play14:22

r

play14:27

h

play14:28

[Music]

play14:29

for this i'll do m1

play14:31

[Music]

play14:36

[Music]

play14:38

let's see if this works

play14:47

okay it works oh an error let's see

play14:52

transparency is not a valid

play14:56

member of the script raj

play15:00

okay let's see

play15:03

there is an error inside of the

play15:06

summon handler i presume

play15:24

hmm

play15:34

okay

play15:43

guessing it's because of this

play15:46

[Music]

play15:47

and

play15:51

[Music]

play16:03

okay it should work now

play16:16

well the animation isn't playing

play16:23

[Music]

play17:01

[Music]

play17:19

okay let's play the animation then

play17:24

let's see if this works

play17:27

it will work

play17:29

after this let's do the barrage and the

play17:31

m ones then let's make the skills that's

play17:34

the fun part

play17:37

okay

play17:38

let's now do the m ones

play17:40

so for the m1s i'm going to be making a

play17:42

new module script inside of modules

play17:46

since it's going to be reused in a lot

play17:48

of the in a lot of stands

play17:51

combat

play17:55

there's combat server

play17:58

copy this put this in combat oh it's

play18:01

going to be

play18:02

really annoying to work with i can

play18:05

predict it

play18:07

oh god okay

play18:10

okay so i know this is going to be

play18:12

really annoying to do okay so let's make

play18:15

the module a little module

play18:17

return module

play18:22

and let's make the function module i

play18:24

don't know um

play18:26

function module

play18:28

dot m1

play18:30

let's do m1

play18:32

let's put this right here

play18:40

[Music]

play18:47

i'll do character

play18:49

[Music]

play18:52

i'm gonna move this

play18:54

and this should be character name

play18:57

[Music]

play19:00

and let me adjust some stuff

play19:03

um

play19:05

maybe this combo changer

play19:12

um

play19:13

[Music]

play19:17

okay

play19:19

let's see if i can do anything else

play19:21

to make the script shorter or something

play19:38

let me organize this a bit

play19:43

[Music]

play19:48

i'm gonna need prams honestly

play19:51

you can just do something like this

play20:03

if a human equals

play20:06

[Music]

play20:11

and let's see if i can change some stuff

play20:15

her name

play20:18

um

play20:25

hmm

play20:25

[Music]

play20:31

let me think

play20:34

can i put this inside of a function

play20:39

hmm

play20:53

okay let me try

play21:11

you don't need this

play21:19

[Music]

play21:35

little build equals character dot stand

play21:38

dot build

play21:40

yeah this looks really messy right now

play21:44

[Music]

play21:54

and we do

play21:55

[Music]

play21:56

task.wait

play21:59

and do this

play22:03

[Music]

play22:11

[Music]

play22:17

point seven

play22:19

since point seven plus point three is

play22:21

one

play22:25

what let's try let's try

play22:30

let's see if i can do anything else

play23:09

okay let's try this out

play23:13

here is monkey supreme there it is

play23:16

let's do module

play23:20

m1 character

play23:24

let's require the punch module

play23:28

punch service or something i don't know

play23:30

what to call it

play23:32

combat

play23:36

[Music]

play23:49

and let's try

play23:51

[Music]

play23:53

disabling this

play24:00

okay let's try it out

play24:15

world is not a valid number

play24:25

built

play24:36

okay let's try it out

play24:43

okay it's working actually

play24:45

oh it's not twinning back

play24:51

yeah yeah yeah i'll just

play24:54

revert the change

play25:10

[Music]

play25:21

so

play25:25

[Music]

play25:31

let's see if this works now

play25:35

[Music]

play25:39

it works

play25:52

[Music]

play25:55

yeah it's working now let's do the brush

play26:02

okay

play26:04

so for the brush here's what i'm going

play26:06

to do

play26:07

i'm going to make another multiscript

play26:09

instead of modules

play26:11

actually there already is brush and

play26:13

rocky i forgot i made this

play26:15

so let's just put in the brush here

play26:24

character

play26:28

do something like this

play26:29

stand equals character dot stand

play26:33

for child stand and we're going to check

play26:35

if the stan exists right if not stand

play26:39

then return and

play26:42

and also let's remove combat handler and

play26:46

in replica search let's remove the

play26:48

combat

play26:50

and instead let's remove

play26:54

the combat handler

play26:55

let's just move moves

play27:00

and

play27:01

let's do the same thing for here

play27:04

because stand equals character

play27:06

fine through child

play27:09

find

play27:11

stand

play27:13

if not stand then return and

play27:16

thus also require the broad handler

play27:25

let's go to server strip service in the

play27:27

barrage let's copy this

play27:29

[Music]

play27:32

let's also add in another parameter

play27:35

called pressed

play27:37

we already added in the parameter in the

play27:40

local script as you can see right here

play27:42

true and

play27:44

let's add in false

play27:48

i can just do this

play27:59

[Music]

play28:07

let's see if this works

play28:21

my summon isn't working

play28:31

oh there's an error

play28:36

yep

play28:37

remove this

play28:51

okay oh

play28:53

i'm stuck

play28:57

i don't know why this is happening maybe

play28:58

because it's anchored or something

play29:01

let's see

play29:06

oh

play29:07

this done as a unit how did that happen

play29:15

let's try it out now

play29:22

okay it's working now and the barrage

play29:25

has an error let's see what's the error

play29:27

line 36 attempted index deal with get

play29:30

attribute

play29:33

[Music]

play29:35

oh it's

play29:37

i thought i removed this

play29:40

character

play29:44

oh wait i haven't disabled this

play29:47

[Music]

play29:49

i'll just remove this

play29:53

and then monkey supreme

play29:58

barrage dot character equals character i

play30:02

forgot this was mandatory

play30:04

okay let's see if this works now

play30:07

it will work

play30:12

yeah it works

play30:24

that's nice

play30:26

i'm going to change the max punch to

play30:30

450.

play30:31

[Music]

play30:40

since i don't want the brush to be long

play30:42

i don't want the brush to be that long

play30:45

and let's see if the cooldown works

play30:47

yeah the cooldown works

play30:49

[Music]

play30:57

[Music]

play31:03

yeah it's working

play31:06

that's nice

play31:08

oh yeah and for the aura

play31:11

let's um

play31:12

[Music]

play31:14

i want the aura

play31:16

to um to be in my character also

play31:21

so let's do something like this

play31:25

for ivy in pay risk character get

play31:30

this sentence

play31:35

do

play31:37

if

play31:39

you do this

play31:42

and i want it to be in my character too

play31:46

[Music]

play31:48

and yeah

play31:50

so now that we've made a system

play31:52

um for the abilities

play31:55

we've made a modular script for the

play31:56

abilities and

play31:58

we've made a skill oh it's this

play32:01

event

play32:07

try to move something

play32:09

i didn't

play32:15

what happened

play32:31

um

play32:35

i didn't do anything

play32:39

nothing it works now i don't know why

play32:41

that happened

play32:43

well okay

play32:44

the aura is in my character now which is

play32:47

cool

play32:48

all right so now that we've made

play32:50

a system for the abilities

play32:53

we can now make the actual abilities all

play32:56

right so this is where you come in i've

play32:57

made the skill system and now you just

play32:59

need to make the skills

play33:01

now i can't just

play33:02

make tutorials for every single skills

play33:04

like starting or anything

play33:06

and i can really show you the clip of me

play33:08

making

play33:09

my skills and it's a custom sand

play33:12

it's not a stand from jojo but if you

play33:14

want a tutorial on this skill i will

play33:18

make a tutorial on it

play33:20

now i recommend watching the gnome code

play33:22

video on how to make anything to make

play33:24

your skills

play33:33

alright so this is how my skill turned

play33:35

out i have made two skills but the other

play33:38

skill is broken

play33:40

so i'm going to be showcasing only you

play33:42

one skill

play33:44

and this is how it turned out

play33:53

it's pretty cool

play33:54

this is it for this video

play33:56

and i will see you next time

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Related Tags
Game ModJojo's Bizarre AdventureSkill SystemScripting TutorialStand AbilitiesModular ScriptingCharacter CustomizationGaming TutorialAbility MechanicsSkill Development