The individual skill limit is 100.0 (but i plan to raise this in the future giving the chance to players to specialize (125.0) to one choosen skill.
The group skill limit is also set, but i have to explain in detail here, i'll take the example of the resource skills, they are 4:
farming
fishing
mining
lumber
Your group cap is 180.0 which means that u can have one skill to 100.0 and one to 80.0, or, u can have 2 skills with 90.0.
Actually the real skillcap is 40.0 because i want that the other skills can still raise 'till 70.0.
So having
farming 70.0
mining 80.0
lumber 100.0
fishing 70.0
Will be ok and these are the max value inside the cap.
In other words...all skills can reach 70.0 without affecting the cap, but when they do more than that, points start to affect the cap (that's why the real cap is 40.0):
fishing 70.0
mining 70.0 +10
lumber 70.0 +30
farming 70.0
Now, with this introduction, let's go to the point:
Let's say, for instance, that i have
Lumber: 80.0
Mining: 90.0
If i have minoc gloves that raise my mining skill up to 10.0 This value can eventually make me reach the cap (in fact i will have mining 100 and lumber 80: cap reached), and in that case i'm unable to raise other skill (like lumber, coz thx to these 10.0 points, the system think that i'm at the cap).
But i'm not really at the cap, and i want player to raise their lumber without the cap take into account items enhanging skills.
I thought a couple of things like:
a memory that i wear every time i wear an item enhancing skill, which add a tag to this memory with the name of skill enhanced and the value.
And every time i check the cap i go to see if there is this memory and the tag.
Or, i could check all my body items everytime i check the cap.
In both cases it's a pain in the ass.
If u have a smarter solution or u can do a modskill function, it will be VERY appreciated