Here you go, mostly accurate up to PoP table, also table of racial skills.
http://www.wintersroar.com/files/caps.zip
Function for it here:
Code:
int8 Database::GetSkillCap(int8 skillid, int8 in_class, int16 in_level)
{
int8 skill_level = 0, skill_formula = 0;
int16 base_cap = 0, skill_cap = 0, skill_cap2 = 0, skill_cap3 = 0;
char errbuf[MYSQL_ERRMSG_SIZE];
char *query = 0;
int32 affected_rows = 0;
MYSQL_RES *result;
MYSQL_ROW row;
//Fetch the data from DB.
if (RunQuery(query, MakeAnyLenString(&query, "SELECT level, formula, pre50cap, post50cap, post60cap from skillcaps where skill = %i && class = %i", skillid, in_class), errbuf, &result, &affected_rows))
{
if (affected_rows != 0)
{
row = mysql_fetch_row(result);
skill_level = atoi(row[0]);
skill_formula = atoi(row[1]);
skill_cap = atoi(row[2]);
if (atoi(row[3]) > skill_cap)
skill_cap2 = (atoi(row[3])-skill_cap)/10; //Split the post-50 skill cap into difference between pre-50 cap and post-50 cap / 10 to determine amount of points per level.
skill_cap3 = atoi(row[4]);
}
delete[] query;
mysql_free_result(result);
}
if (skill_cap == 0) //Can't train this skill at all.
return 255; //Untrainable
if (in_level < skill_level)
return 254; //Untrained
//Determine pre-51 level-based cap
if (skill_formula > 0)
base_cap = in_level*skill_formula+skill_formula;
if (base_cap > skill_cap || skill_formula == 0)
base_cap = skill_cap;
//If post 50, add post 50 cap to base cap.
if (in_level > 50 && skill_cap2 > 0)
base_cap += skill_cap2*(in_level-50);
//No cap should ever go above its post50cap
if (skill_cap3 > 0 && base_cap > skill_cap3)
base_cap = skill_cap3;
//Base cap is now the max value at the person's level, return it!
return base_cap;
}
Just assign pp.skills to 254/255 selected from this when a character is created, and 0 to anything that isn't 254 or 255 (asides from the 5 in a melee skill).