Skarth said:
I think that's just dealing with Stat gain rate, not Skill gain rate, isn't it?
Yes it was, so sorry was kind of answering 2 posts at once.
goto Runuo/scripts/Misc/SkillCheck.cs and turn all to faulse or just copy and paste these over yours.
// true if this skill uses the anti-macro code, false if it does not
false,// Alchemy = 0,
false,// Anatomy = 1,
false,// AnimalLore = 2,
false,// ItemID = 3,
false,// ArmsLore = 4,
false,// Parry = 5,
false,// Begging = 6,
false,// Blacksmith = 7,
false,// Fletching = 8,
false,// Peacemaking = 9,
false,// Camping = 10,
false,// Carpentry = 11,
false,// Cartography = 12,
false,// Cooking = 13,
false,// DetectHidden = 14,
false,// Discordance = 15,
false,// EvalInt = 16,
false,// Healing = 17,
false,// Fishing = 18,
false,// Forensics = 19,
false,// Herding = 20,
false,// Hiding = 21,
false,// Provocation = 22,
false,// Inscribe = 23,
false,// Lockpicking = 24,
false,// Magery = 25,
false,// MagicResist = 26,
false,// Tactics = 27,
false,// Snooping = 28,
false,// Musicianship = 29,
false,// Poisoning = 30,
false,// Archery = 31,
false,// SpiritSpeak = 32,
false,// Stealing = 33,
false,// Tailoring = 34,
false,// AnimalTaming = 35,
false,// TasteID = 36,
false,// Tinkering = 37,
false,// Tracking = 38,
false,// Veterinary = 39,
false,// Swords = 40,
false,// Macing = 41,
false,// Fencing = 42,
false,// Wrestling = 43,
false,// Lumberjacking = 44,
false,// Mining = 45,
false,// Meditation = 46,
false,// Stealth = 47,
false,// RemoveTrap = 48,
false,// Necromancy = 49,
false,// Focus = 50,
false,// Chivalry = 51
false,// Bushido = 52
false,//Ninjitsu = 53
Now futher down the script find the two lines I have made bold. And replace everything inbetween with the normal text in the middle.
public static bool CheckSkill( Mobile from, Skill skill, object amobj, double chance )
{
if ( from.Skills.Cap == 0 )
return false;
/*
bool success = ( chance >= Utility.RandomDouble() );
double gc = (double)(from.Skills.Cap - from.Skills.Total) / from.Skills.Cap;
gc += ( skill.Cap - skill.Base ) / skill.Cap;
gc /= 2;
gc += ( 1.0 - chance ) * ( success ? 0.5 : 0.2 );
gc /= 2;
gc *= skill.Info.GainFactor;
if ( gc < 0.01 )
gc = 0.01;
if ( from is BaseCreature && ((BaseCreature)from).Controled )
gc *= 2;
if ( from.Alive && ( ( gc >= Utility.RandomDouble() && AllowGain( from, skill, amObj ) ) || skill.Base < 10.0 ) )
Gain( from, skill );
*/
bool success = false;
if (from.Alive && AllowGain(from, skill, amObj) || skill.Base < 10.0)
{
Gain(from, skill);
success = true;
}
return success;
}
Hope that does it for you