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Skillcap issues
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Crusader
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Posts: 254
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Joined: Apr 2012
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Erehwon New Hera

Post: #1
Skillcap issues
What i'd like to do is a skillcap for allplayer that affects only job skills, in detail, i want to have a 180.0 skill cap for all the resource skills (mining, lumber, farming & fishing) and 300.0 skill cap for all the craft skills (blacksmithing, bowcraft, tailoring, etc..)

The problem is when i equip an item which gives me skill...like..."minoc gloves" that gives me +5.0 of mining and blacksmthing.
They will be counted in the skillcap check process...and i want to avoid this (this is why i proposed the modskill function in feature request section) otherwise ppl with these gloves cannot go further in their skill when they reach cap (thx to these gloves)

Code:
[DEFNAME skill_cap]
skill_estrattive 400  // resources skills
skill_lavorative 900 // craft skills

[FUNCTION check_caps]  // this return the 2 values
LOCAL.CAPTOT=<get_work_skill>
LOCAL.CAPCRAFT=<RITORNA 1,<LOCAL.CAPTOT>>
LOCAL.CAPEXT=<RITORNA 2,<LOCAL.CAPTOT>>


[DEFNAME group_skills] // i added the group=group_work or group_extraction to the related skills in sphere_skills.scp
group_work 01
group_extraction 02

[FUNCTION get_work_skill]
FOR 50
IF <serv.skill.<dlocal._for>.group>&group_work
        IF (<eval <src.<serv.skill.<dlocal._for>.key>>> > 700)      
        LOCAL.CAPCRAFTSUM +=<EVAL <src.<serv.skill.<dlocal._for>.key>>-700>
    ENDIF
ELIF <serv.skill.<dlocal._for>.group>&group_extraction
        IF (<eval <src.<serv.skill.<dlocal._for>.key>>> > 700)    
        LOCAL.CAPEXTRACTSUM +=<EVAL <src.<serv.skill.<dlocal._for>.key>>-700>
    ENDIF
ENDIF
ENDFOR
RETURN <DLOCAL.CAPCRAFTSUM>,<DLOCAL.CAPEXTRACTSUM>
02-26-2013 12:40 PM
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Messages In This Thread
Skillcap issues - Crusader - 02-26-2013 12:40 PM
RE: Skillcap issues - RanXerox - 02-26-2013, 01:33 PM
RE: Skillcap issues - Crusader - 02-26-2013, 09:22 PM
RE: Skillcap issues - Norlack - 02-27-2013, 10:54 PM
RE: Skillcap issues - RanXerox - 03-01-2013, 02:03 PM

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