|
||
|
|||||||
| Server Support on Windows Get (and give) support on general questions related to the RunUO server itself. |
![]() |
|
|
Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
Guest
Posts: n/a
|
ok i did a search on how to make skill gain easier and i know to go into skill check but i dont know what to edit in it to make it easier
using System; using Server; using Server.Mobiles; namespace Server.Misc { public class SkillCheck { private const bool AntiMacroCode = true; //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 /= 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 ); 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 ( skill.SkillName == SkillName.Focus && from is BaseCreature ) return; if ( skill.Base < skill.Cap && skill.Lock == SkillLock.Up ) { int toGain = 1; if ( skill.Base <= 10.0 ) 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 / 33.3) > Utility.RandomDouble() ) GainStat( from, Stat.Str ); else if ( from.DexLock == StatLockType.Up && (info.DexGain / 33.3) > Utility.RandomDouble() ) GainStat( from, Stat.Dex ); else if ( from.IntLock == StatLockType.Up && (info.IntGain / 33.3) > 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.FromMinutes( 15.0 ); 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 ); } } } |
|
|
|
#5 (permalink) |
|
http://www.runuo.com/forum/viewtopic.php?t=28250
Go there, replace your skillcheck.cs with this one, and then find the commented lines to make your skill gain easier or harder. This is what I've done to make my skill gain harder! |
|
|
|
|
![]() |
| Bookmarks |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|