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-   -   #setmyskills (https://www.eqemulator.org/forums/showthread.php?t=3558)

Wynsom 10-23-2002 12:27 PM

#setmyskills
 
I made a simple new function from another one for skills. Rather than using #setskill and #setskillall, this function requires no paramaters and will set the skills of a player to 10x their level until it reaches 252 (lvl 26).

Insert this in client.cpp after #setskill:
Code:

////////SET MY SKILLS
                else if ((strcasecmp(sep.arg[0], "#setmyskills") == 0 || strcasecmp(sep.arg[0], "#setmyskills") == 0) && CheckAccess(cmdlevel, 0)) {
                        if (target == 0) {
                                Message(0, "Error: #setmyskills: No target.");
                        }
                        else {
                                cout << "Setting your skills to correspond with your level." << endl;
                                //int8 skill_id = atoi(sep.arg[1]);
                                int skill_id = ((target->GetLevel()) * 10);
                                if(skill_id >252)
                                        skill_id=252;
                                for(int skill_num=0;skill_num<74;skill_num++){
                                        target->SetSkill(skill_num, skill_id);
                                }
                        }
                }

Why do this? So you can play a game with player privs turned off. My biggest complaint was you couldnt use trainers and not set skills so this is a settlement between those. Right now, it will set all skills to the level * 10 but theres no cap on skills so anything past that will get set back. I will sit down and write out code to prevent that when i get some time.

kathgar 10-23-2002 12:56 PM

There is the whole the formula for class skills is (level+1)*5 up to 200 till level 200..and others don't go up as much.. go up slower at 50+..like the combat skills of a wizard less than that


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