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provocating
09-07-2014, 06:49 PM
I know I can set a players language skill with #setlanguage, but where are these default values stored at? I have dug through the database and unless I am overlooking it, I cannot find it. I could always do it through a Perl script when a person logs on, but that may be major overkill. I am wanting Thieves Cant set at 100 for all new rogues.

Kingly_Krab
09-07-2014, 07:00 PM
Client.cpp (Client::SetRacialLanguages): void Client::SetRacialLanguages( PlayerProfile_Struct *pp )
{
switch( pp->race )
{
case BARBARIAN:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_BARBARIAN] = 100;
break;
}
case DARK_ELF:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_DARK_ELVISH] = 100;
pp->languages[LANG_DARK_SPEECH] = 100;
pp->languages[LANG_ELDER_ELVISH] = 100;
pp->languages[LANG_ELVISH] = 25;
break;
}
case DWARF:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_DWARVISH] = 100;
pp->languages[LANG_GNOMISH] = 25;
break;
}
case ERUDITE:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_ERUDIAN] = 100;
break;
}
case FROGLOK:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_FROGLOK] = 100;
pp->languages[LANG_TROLL] = 25;
break;
}
case GNOME:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_DWARVISH] = 25;
pp->languages[LANG_GNOMISH] = 100;
break;
}
case HALF_ELF:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_ELVISH] = 100;
break;
}
case HALFLING:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_HALFLING] = 100;
break;
}
case HIGH_ELF:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_DARK_ELVISH] = 25;
pp->languages[LANG_ELDER_ELVISH] = 25;
pp->languages[LANG_ELVISH] = 100;
break;
}
case HUMAN:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
break;
}
case IKSAR:
{
pp->languages[LANG_COMMON_TONGUE] = 95;
pp->languages[LANG_DARK_SPEECH] = 100;
pp->languages[LANG_LIZARDMAN] = 100;
break;
}
case OGRE:
{
pp->languages[LANG_COMMON_TONGUE] = 95;
pp->languages[LANG_DARK_SPEECH] = 100;
pp->languages[LANG_OGRE] = 100;
break;
}
case TROLL:
{
pp->languages[LANG_COMMON_TONGUE] = 95;
pp->languages[LANG_DARK_SPEECH] = 100;
pp->languages[LANG_TROLL] = 100;
break;
}
case WOOD_ELF:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_ELVISH] = 100;
break;
}
case VAHSHIR:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_COMBINE_TONGUE] = 100;
pp->languages[LANG_ERUDIAN] = 25;
pp->languages[LANG_VAH_SHIR] = 100;
break;
}
case DRAKKIN:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_ELDER_DRAGON] = 100;
pp->languages[LANG_DRAGON] = 100;
break;
}
}
}

provocating
09-07-2014, 07:06 PM
I saw that, but that looks like races. Are the classes in the same struct?

provocating
09-07-2014, 07:07 PM
And if so, we need something like.....

case ROGUE:
{
pp->languages[LANG_THIEVES_CANT] = 100;
break;

Kingly_Krab
09-07-2014, 07:11 PM
I guess you could do a switch on pp->class_, as that switch is pp->race and would never pull that case ROGUE correctly.

Maybe something like this?: void Client::SetRacialLanguages( PlayerProfile_Struct *pp )
{
switch( pp->race )
{
case BARBARIAN:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_BARBARIAN] = 100;
break;
}
case DARK_ELF:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_DARK_ELVISH] = 100;
pp->languages[LANG_DARK_SPEECH] = 100;
pp->languages[LANG_ELDER_ELVISH] = 100;
pp->languages[LANG_ELVISH] = 25;
break;
}
case DWARF:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_DWARVISH] = 100;
pp->languages[LANG_GNOMISH] = 25;
break;
}
case ERUDITE:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_ERUDIAN] = 100;
break;
}
case FROGLOK:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_FROGLOK] = 100;
pp->languages[LANG_TROLL] = 25;
break;
}
case GNOME:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_DWARVISH] = 25;
pp->languages[LANG_GNOMISH] = 100;
break;
}
case HALF_ELF:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_ELVISH] = 100;
break;
}
case HALFLING:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_HALFLING] = 100;
break;
}
case HIGH_ELF:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_DARK_ELVISH] = 25;
pp->languages[LANG_ELDER_ELVISH] = 25;
pp->languages[LANG_ELVISH] = 100;
break;
}
case HUMAN:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
break;
}
case IKSAR:
{
pp->languages[LANG_COMMON_TONGUE] = 95;
pp->languages[LANG_DARK_SPEECH] = 100;
pp->languages[LANG_LIZARDMAN] = 100;
break;
}
case OGRE:
{
pp->languages[LANG_COMMON_TONGUE] = 95;
pp->languages[LANG_DARK_SPEECH] = 100;
pp->languages[LANG_OGRE] = 100;
break;
}
case TROLL:
{
pp->languages[LANG_COMMON_TONGUE] = 95;
pp->languages[LANG_DARK_SPEECH] = 100;
pp->languages[LANG_TROLL] = 100;
break;
}
case WOOD_ELF:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_ELVISH] = 100;
break;
}
case VAHSHIR:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_COMBINE_TONGUE] = 100;
pp->languages[LANG_ERUDIAN] = 25;
pp->languages[LANG_VAH_SHIR] = 100;
break;
}
case DRAKKIN:
{
pp->languages[LANG_COMMON_TONGUE] = 100;
pp->languages[LANG_ELDER_DRAGON] = 100;
pp->languages[LANG_DRAGON] = 100;
break;
}
}
switch (pp->class_) {
case ROGUE: {
pp->languages[LANG_THIEVES_CANT] = 100;
break;
}
default: {
pp->languages[LANG_THIEVES_CANT] = 0;
break;
}
}
}

provocating
09-07-2014, 07:15 PM
I just wanted to let you guys know. I am going to fix it for us just in the global script.

Kingly_Krab
09-07-2014, 07:17 PM
Okay, that works, too. :D