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  #1  
Old 09-22-2015, 05:09 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
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The client will often display hard-coded level 1 starting stats no matter what you code into the server and enter into the database. I haven't tested to see if it corrects to what the server tells it at level two.

I'd say the very easiest thing to do in that method would simply be to add a return statement after the very first opening brace. Hehe.

Code:
void Client::SetClassStartingSkills(PlayerProfile_Struct *pp)
{
	return;
	for (uint32 i = 0; i <= HIGHEST_SKILL; ++i) {
		if (pp->skills[i] == 0) {
			// Skip specialized, tradeskills (fishing excluded), Alcohol Tolerance, and Bind Wound
			if (EQEmu::IsSpecializedSkill((SkillUseTypes)i) ||
					(EQEmu::IsTradeskill((SkillUseTypes)i) && i != SkillFishing) ||
					i == SkillAlcoholTolerance || i == SkillBindWound)
				continue;

			pp->skills[i] = database.GetSkillCap(pp->class_, (SkillUseTypes)i, 1);
		}
	}
}
But that's assuming you're okay with getting 1359 compilation warnings instead of 1358. :P
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  #2  
Old 09-22-2015, 05:15 PM
AdrianD
Discordant
 
Join Date: Dec 2013
Posts: 297
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Superb! Thank you.

I'll have to add something that states something along the lines of: set 1hb = 5 if class = a,b,c,d... and set 1hs = 5 if class = e,f..

I'll have to look at similar to see what the syntax would look like.

Thanks again.
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