Quote:
Originally Posted by Rakkoraz05
So i added the above to the global_player.pl and it doesn't seem to be working for me. Are there syntax that need to be updated?
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Unless I'm mistaken (I'm new here), EQEmu now prioritizes .lua files over .pl files. So if there is a .lua file of the same name, the .pl file will be ignored.
That being said, here's some lua for you! This is the first piece of lua I've ever written, so it could probably be optimized by somebody that knows what they're doing. But this works to, on each level up 1) maximize [I]all[I] skills, including tradeskills and lockpicking etc., 2) scribe all spells up to current level, and 3) train all disciplines up to current level.
This goes in your server/quests/global/global_player.lua file.
View it on GitHub for some syntax highlighting
Code:
function event_level_up(e)
-- All skills except caster specializations
local skills = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,
10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
30, 31, 32, 33, 34, 35, 36, 37, 38, 39,
40, 41, 42, 48, 49,
50, 51, 52, 53, 54, 55, 56, 57, 58, 59,
60, 61, 62, 63, 64, 65, 66, 67, 68, 69,
70, 71, 72, 73, 74, 75, 76 };
-- Determine max possible skill and assign it at each level up
for k,v in ipairs(skills) do
local max_skill = e.self:MaxSkill(v);
local raw_skill = e.self:GetRawSkill(v);
local can_have = e.self:CanHaveSkill(v);
if ( max_skill > 0 and raw_skill < max_skill and can_have ) then
e.self:SetSkill(v, max_skill);
end
end
-- Determine if client is a caster and can specialize
if ( e.self:CanHaveSkill(43) ) then
-- Specialization skills
local special = { 43, 44, 45, 46, 47 };
-- Create tables of raw skills and max skills
local raw_skills = {};
local max_skills = {};
for k,v in ipairs(special) do
raw_skills[k] = e.self:GetRawSkill(v);
max_skills[k] = e.self:MaxSkill(v);
end
-- Check each specialization and determine what to do
for k,v in ipairs(special) do
if ( raw_skills[k] == 50 ) then
-- do nothing
elseif ( raw_skills[k] > 50 and raw_skills[k] < max_skills[k] ) then
e.self:SetSkill(v, max_skills[k]);
elseif ( raw_skills[k] < 50 and raw_skills[k] < max_skills[k] ) then
if ( max_skills[k] <= 50 ) then
e.self:SetSkill(v, max_skills[k]);
else
e.self:SetSkill(v, 50);
end
end
end
end
-- Scribe all spells up to current level
eq.scribe_spells(e.self:GetLevel());
-- Train all disciplines up to current level
eq.train_discs(e.self:GetLevel());
end
The conditional checks for caster specialization skills seem to be necessary. At least on the RoF2 client, if you have multiple specializations above 50, all specializations then get reset to 1 as soon as you cast a spell that would trigger a specialization skill-up. Not sure if other clients behave the same way.
The basic idea for the specialization conditionals came from
this post. Sadly, I know even less about perl than lua. I did my best to translate c0ncrete's idea.