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.