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				11-23-2020, 09:31 PM
			
			
			
		  
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				 Fire Beetle 
				
				
				
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					Join Date: Apr 2009 
					Location: UTah 
					
					
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	Quote: 
	
	
		
			
				
					Originally Posted by  macdaddy02
					 
				 
				I'm not sure if this is old or I should post here anymore, however I got a .lua code that works and thought I'd share it with everyone. 
	Code: 
	function event_level_up(e)
		e.self:Message(15, "You have gained the knowledge of learning new skills, spells and discs!!");
	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, 56, 62, 66, 67, 70, 71, 72, 73, 74 };
	for i, curskill in ipairs(skills) do
		local maxskill = e.self:MaxSkill(curskill);
		if (e.self:CanHaveSkill(curskill) == false) then
			--Do nothing...
		elseif (maxskill <= e.self:GetRawSkill(curskill)) then
			--Do nothing...
		else
		    -- 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());
	           --Train all skills for current level
		   e.self:SetSkill(curskill, maxskill);
		end
	end
end
  
			
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 To use this would you just replace the current Event_Level_Up that's in the global_player.lua or just add it below?  
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
			
			
				
			
			
			
		 
		
	
	
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				11-23-2020, 10:42 PM
			
			
			
		  
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				 Hill Giant 
				
				
				
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					Join Date: Aug 2008 
					Location: melbourne 
					
					
						Posts: 187
					 
					
					
					
					     
				 
				
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		You could add it to the existing function. 
 
It would probably be better to put it in a separate function like grantsSkills(), and then call it. 
 
That code can be simplified a bit, the negative checks are not needed (if false then do nothing + if false then do nothing + if true then do something == if true then do something). 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				11-23-2020, 11:35 PM
			
			
			
		  
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				 Fire Beetle 
				
				
				
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					Join Date: Apr 2009 
					Location: UTah 
					
					
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		If there are two function calls for the same event, would that cause issue? 
 
Edit: I did add this into the lua file. Seems to work just fine id the skill isn't 1 or greater. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				11-24-2020, 07:40 PM
			
			
			
		  
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				 Hill Giant 
				
				
				
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					Join Date: Aug 2008 
					Location: melbourne 
					
					
						Posts: 187
					 
					
					
					
					     
				 
				
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		I'm not quite sure how it will handle the same function twice, but it's not a good idea.  Most languages won't allow it.  If it does allow it, then its a bad idea from a maintenance perspective. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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