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Forum Newbie
Join Date: Aug 2004
Location: Laredo, Texas, USA
Age: 19
Posts: 61
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UOGamers Skill Gain Script.
I like the way UOGamers has there skill gain so I decided to try to script a replica of how there skill gain is... The way you gain in skill is perfectly cloned and the way you gain in stats is just about right.
How the skill gain works:
You always gain 0.1-0.4 all the way to 80.0 and then you will always gain 0.1 after that.
How the stat gain works:
You will always gain 1 every 45 seconds.
Goto Scripts/Misc/ open up your SkillCheck.cs and replace it with this.
PHP Code:
using System;
using Server;
using Server.Mobiles;
namespace Server.Misc
{
public class SkillCheck
{
private const bool AntiMacroCode = false; //Change this to false to disable anti-macro code
public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes( 5.0 ); //How long do we remember targets/locations?
public const int Allowance = 3; //How many times may we use the same location/target for gain
private const int LocationSize = 5; //The size of eeach location, make this smaller so players dont have to move as far
private static bool[] UseAntiMacro = new bool[]
{
// true if this skill uses the anti-macro code, false if it does not
false,// Alchemy = 0,
true,// Anatomy = 1,
true,// AnimalLore = 2,
true,// ItemID = 3,
true,// ArmsLore = 4,
false,// Parry = 5,
true,// Begging = 6,
false,// Blacksmith = 7,
false,// Fletching = 8,
true,// Peacemaking = 9,
true,// Camping = 10,
false,// Carpentry = 11,
false,// Cartography = 12,
false,// Cooking = 13,
true,// DetectHidden = 14,
true,// Discordance = 15,
true,// EvalInt = 16,
true,// Healing = 17,
true,// Fishing = 18,
true,// Forensics = 19,
true,// Herding = 20,
true,// Hiding = 21,
true,// Provocation = 22,
false,// Inscribe = 23,
true,// Lockpicking = 24,
true,// Magery = 25,
true,// MagicResist = 26,
false,// Tactics = 27,
true,// Snooping = 28,
true,// Musicianship = 29,
true,// Poisoning = 30,
false,// Archery = 31,
true,// SpiritSpeak = 32,
true,// Stealing = 33,
false,// Tailoring = 34,
true,// AnimalTaming = 35,
true,// TasteID = 36,
false,// Tinkering = 37,
true,// Tracking = 38,
true,// Veterinary = 39,
false,// Swords = 40,
false,// Macing = 41,
false,// Fencing = 42,
false,// Wrestling = 43,
true,// Lumberjacking = 44,
true,// Mining = 45,
true,// Meditation = 46,
true,// Stealth = 47,
true,// RemoveTrap = 48,
true,// Necromancy = 49,
false,// Focus = 50,
true,// Chivalry = 51
};
public static void Initialize()
{
Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler( Mobile_SkillCheckLocation );
Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler( Mobile_SkillCheckDirectLocation );
Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler( Mobile_SkillCheckTarget );
Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler( Mobile_SkillCheckDirectTarget );
}
public static bool Mobile_SkillCheckLocation( Mobile from, SkillName skillName, double minSkill, double maxSkill )
{
Skill skill = from.Skills[skillName];
if ( skill == null )
return false;
double value = skill.Value;
if ( value < minSkill )
return false; // Too difficult
else if ( value >= maxSkill )
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
return CheckSkill( from, skill, loc, chance );
}
public static bool Mobile_SkillCheckDirectLocation( Mobile from, SkillName skillName, double chance )
{
Skill skill = from.Skills[skillName];
if ( skill == null )
return false;
if ( chance < 0.0 )
return false; // Too difficult
else if ( chance >= 1.0 )
return true; // No challenge
Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
return CheckSkill( from, skill, loc, chance );
}
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 /= 0.01;
gc += ( 1.0 - chance ) * ( success ? 0.5 : 0.2 );
gc /= 0.01;
gc *= skill.Info.GainFactor;
if ( gc < 0.01 )
gc = 0.01;
if ( from is BaseCreature && ((BaseCreature)from).Controled )
gc *= 0.01;
if ( from.Alive && ( ( gc >= Utility.RandomDouble() && AllowGain( from, skill, amObj ) ) || skill.Base < 10.0 ) )
Gain( from, skill );
return success;
}
public static bool Mobile_SkillCheckTarget( Mobile from, SkillName skillName, object target, double minSkill, double maxSkill )
{
Skill skill = from.Skills[skillName];
if ( skill == null )
return false;
double value = skill.Value;
if ( value < minSkill )
return false; // Too difficult
else if ( value >= maxSkill )
return true; // No challenge
double chance = (value - minSkill) / (maxSkill - minSkill);
return CheckSkill( from, skill, target, chance );
}
public static bool Mobile_SkillCheckDirectTarget( Mobile from, SkillName skillName, object target, double chance )
{
Skill skill = from.Skills[skillName];
if ( skill == null )
return false;
if ( chance < 0.0 )
return false; // Too difficult
else if ( chance >= 1.0 )
return true; // No challenge
return CheckSkill( from, skill, target, chance );
}
private static bool AllowGain( Mobile from, Skill skill, object obj )
{
if ( from is PlayerMobile && AntiMacroCode && UseAntiMacro[skill.Info.SkillID] )
return ((PlayerMobile)from).AntiMacroCheck( skill, obj );
else
return true;
}
public enum Stat { Str, Dex, Int }
public static void Gain( Mobile from, Skill skill )
{
if ( from.Region is Regions.Jail )
return;
if ( from is BaseCreature && ((BaseCreature)from).IsDeadPet )
return;
if ( skill.SkillName == SkillName.Focus && from is BaseCreature )
return;
if ( skill.Base < skill.Cap && skill.Lock == SkillLock.Up )
{
int toGain = 1;
if ( skill.Base <= 80.0 )
toGain = Utility.Random( 4 ) + 1;
Skills skills = from.Skills;
if ( ( skills.Total / skills.Cap ) >= Utility.RandomDouble() )//( skills.Total >= skills.Cap )
{
for ( int i = 0; i < skills.Length; ++i )
{
Skill toLower = skills[i];
if ( toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain )
{
toLower.BaseFixedPoint -= toGain;
break;
}
}
}
if ( (skills.Total + toGain) <= skills.Cap )
{
skill.BaseFixedPoint += toGain;
}
}
if ( skill.Lock == SkillLock.Up )
{
SkillInfo info = skill.Info;
if ( from.StrLock == StatLockType.Up && (info.StrGain / 0.01) > Utility.RandomDouble() )
GainStat( from, Stat.Str );
else if ( from.DexLock == StatLockType.Up && (info.DexGain / 0.01) > Utility.RandomDouble() )
GainStat( from, Stat.Dex );
else if ( from.IntLock == StatLockType.Up && (info.IntGain / 0.01) > Utility.RandomDouble() )
GainStat( from, Stat.Int );
}
}
public static bool CanLower( Mobile from, Stat stat )
{
switch ( stat )
{
case Stat.Str: return ( from.StrLock == StatLockType.Down && from.RawStr > 10 );
case Stat.Dex: return ( from.DexLock == StatLockType.Down && from.RawDex > 10 );
case Stat.Int: return ( from.IntLock == StatLockType.Down && from.RawInt > 10 );
}
return false;
}
public static bool CanRaise( Mobile from, Stat stat )
{
if ( !(from is BaseCreature && ((BaseCreature)from).Controled) )
{
if ( from.RawStatTotal >= from.StatCap )
return false;
}
switch ( stat )
{
case Stat.Str: return ( from.StrLock == StatLockType.Up && from.RawStr < 125 );
case Stat.Dex: return ( from.DexLock == StatLockType.Up && from.RawDex < 125 );
case Stat.Int: return ( from.IntLock == StatLockType.Up && from.RawInt < 125 );
}
return false;
}
public static void IncreaseStat( Mobile from, Stat stat, bool atrophy )
{
atrophy = atrophy || (from.RawStatTotal >= from.StatCap);
switch ( stat )
{
case Stat.Str:
{
if ( atrophy )
{
if ( CanLower( from, Stat.Dex ) && (from.RawDex < from.RawInt || !CanLower( from, Stat.Int )) )
--from.RawDex;
else if ( CanLower( from, Stat.Int ) )
--from.RawInt;
}
if ( CanRaise( from, Stat.Str ) )
++from.RawStr;
break;
}
case Stat.Dex:
{
if ( atrophy )
{
if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawInt || !CanLower( from, Stat.Int )) )
--from.RawStr;
else if ( CanLower( from, Stat.Int ) )
--from.RawInt;
}
if ( CanRaise( from, Stat.Dex ) )
++from.RawDex;
break;
}
case Stat.Int:
{
if ( atrophy )
{
if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawDex || !CanLower( from, Stat.Dex )) )
--from.RawStr;
else if ( CanLower( from, Stat.Dex ) )
--from.RawDex;
}
if ( CanRaise( from, Stat.Int ) )
++from.RawInt;
break;
}
}
}
private static TimeSpan m_StatGainDelay = TimeSpan.FromSeconds( 45 );
public static void GainStat( Mobile from, Stat stat )
{
if ( (from.LastStatGain + m_StatGainDelay) >= DateTime.Now )
return;
from.LastStatGain = DateTime.Now;
bool atrophy = ( (from.RawStatTotal / (double)from.StatCap) >= Utility.RandomDouble() );
IncreaseStat( from, stat, atrophy );
}
}
}
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