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How to change the Player SkillClass
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Muke
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Post: #59
RE: How to change the Player SkillClass
I would need advice on how exactly the code should look. I want to make 6 classes. Can it also be done when creating a character? (The selection? )


[SKILLCLASS 1]
// undeclared class.
// max skills for players of this skill class.
DEFNAME=Class_Undeclared
NAME=War
//EVENTS=e_ClassUndeclared
STATSUM=300
SKILLSUM=10000.0
STR=100
INT=100
DEX=100
Alchemy=100.0
Anatomy=100.0
AnimalLore=100.0
ItemId=100.0
ArmsLore=100.0
Parrying=100.0
Begging=100.0
Blacksmithing=100.0
Bowcraft=100.0
Peacemaking=100.0
Camping=100.0
Carpentry=100.0
Cartography=100.0
Cooking=100.0
DetectingHidden=100.0
Enticement=100.0
EvaluatingIntel=100.0
Healing=100.0
Fishing=100.0
Forensics=100.0
Herding=100.0
Hiding=100.0
Provocation=100.0
Inscription=100.0
LockPicking=100.0
Magery=100.0
MagicResistance=100.0
Tactics=100.0
Snooping=100.0
Musicianship=100.0
Poisoning=100.0
Archery=100.0
SpiritSpeak=100.0
Stealing=100.0
Tailoring=100.0
Taming=100.0
TasteId=100.0
Tinkering=100.0
Tracking=100.0
Veterinary=100.0
Swordsmanship=100.0
Macefighting=100.0
Fencing=100.0
Wrestling=100.0
Lumberjacking=100.0
Mining=100.0
Meditation=100.0
Stealth=100.0
RemoveTrap=100.0
Necromancy=100.0
Focus=100.0
Chivalry=100.0
Bushido=100.0
Ninjitsu=100.0
Spellweaving=100.0
Mysticism=100.0
Imbuing=100.0
Throwing=100.0

ON=@Login
IF !(<isempty <ACCOUNT.TAG.GMPage.Response>>)
SDIALOG d_gmpage_response
ENDIF

ON=@ItemEquip
IF (<ACT.TYPE> == t_armor) && !(<ACT.MageArmor>)
TAG0.MeditPenalty ++
f_meditation_setup
ENDIF

ON=@ItemUnequip
IF (<ACT.TYPE> == t_armor) && !(<ACT.MageArmor>)
TAG0.MeditPenalty --
f_meditation_setup
ENDIF



Thanks
01-07-2023 06:42 AM
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RE: How to change the Player SkillClass - Muke - 01-07-2023 06:42 AM

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