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[RunUO 2.0 RC1] Lucid Nagual's <<_All Spells System_>>

Boulder

Boulder said:
im use a payer
i put in the latest system and other scripts you have posted
the modal was set for druid

ok i disable system
and cheate new player the spells work
Yeah Druids can't use Magery Spells when the restrictive class system is enabled.
 
Boulder

Boulder said:
oh ok then its working.
jest have to wait for magic trainer
thanks for your responce and help
No problem. I have to work 7 days a week for the next 3 weeks [or more], so updates will be a lil slow.
 
Attention:

I have fixed the spell issues. There were some spells where the boolean values were screwed up. Please save yourself a headache and replace all the spells with these. I will update the package after I fix the Control Center, thanks.
 

Attachments

  • AS Spell Updates.zip
    380.5 KB · Views: 122

scrapy

Wanderer
Bard spell
PoisonThrenodySong.cs

51 line:
ResistanceMod mod1 = new ResistanceMod( ResistanceType.Cold, - amount );

It is needed to change on

ResistanceMod mod1 = new ResistanceMod( ResistanceType.Poison, - amount );


All of castes on resistens folded, how many not ast:(
 
scrapy

scrapy said:
Bard spell
PoisonThrenodySong.cs

51 line:
ResistanceMod mod1 = new ResistanceMod( ResistanceType.Cold, - amount );

It is needed to change on

ResistanceMod mod1 = new ResistanceMod( ResistanceType.Poison, - amount );


All of castes on resistens folded, how many not ast:(
OK thank you. I will change it.
 
Update:

~Updated to: v[7].0.2 (b)~
  • Made correction to PoisonThrenodySong.cs. Thanks Scrapy!
  • Made a correction from "Petrafied Reagent" to "Petrified Reagent". Corrected all related scripts.
  • Adding a new reagent book that holds all reagents including the new "Compost Reagent" [for Farming Spells].
  • Corrected several spells that were causing problems[boolean issues].
 

Boulder

Sorceror
all spell system

Got error
Spells/Ranger/spells/familiarspell.cs:
cs0101: line 12: the namespace 'server.spells.ranger' already contains a definition for 'ranger familiarSpell'
cs0101: line 77: the namespace 'server.spells.ranger' already contains a definition for 'ranger familiarEntry'
cs0101: line 98: the namespace 'server.spells.ranger' already contains a definition for 'rangerfamiliarGump'

script
Code:
using System;
using System.Collections;
using Server.Network;
using Server.Items;
using Server.Targeting;
using Server.Gumps;
using Server.Mobiles;


namespace Server.Spells.Ranger
{
	public class RangerFamiliarSpell : RangerSpell
	{
		private static SpellInfo m_Info = new SpellInfo(
		                                                "Animal Companion", "Sinta Kurwa Ner Arda Moina",
		                                                SpellCircle.Sixth,
		                                                203,
		                                                9031,
		                                                Reagent.DestroyingAngel,
		                                                Reagent.SpringWater,
		                                                Reagent.PetrafiedWood
		                                               );
		
		public override double CastDelay{ get{ return 3.0; } }
		public override double RequiredSkill{ get{ return 30.0; } }
		public override int RequiredMana{ get{ return 17; } }
		
		public RangerFamiliarSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
		{
		}
		
		private static Hashtable m_Table = new Hashtable();
		
		public static Hashtable Table{ get{ return m_Table; } }
		
		public override bool CheckCast()
		{
			BaseCreature check = (BaseCreature)m_Table[Caster];
			
			if ( check != null && !check.Deleted )
			{
				Caster.SendLocalizedMessage( 1061605 ); // You already have a familiar.
				return false;
			}
			
			return base.CheckCast();
		}
		
		public override void OnCast()
		{
			if ( Server.Spells.AllSpells.CheckRestriction( Caster, 6 ) == false )
				return;
			
			if ( CheckSequence() )
			{
				Caster.CloseGump( typeof( RangerFamiliarGump ) );
				Caster.SendGump( new RangerFamiliarGump( Caster, m_Entries ) );
			}
			
			FinishSequence();
		}
		
		private static RangerFamiliarEntry[] m_Entries = new RangerFamiliarEntry[]
		{
			new RangerFamiliarEntry( typeof( PackRatFamiliar ), "Pack Rat",  30.0,  30.0 ),
			new RangerFamiliarEntry( typeof( IceHoundFamiliar ), "Ice Hound",  50.0,  50.0 ),
			new RangerFamiliarEntry( typeof( ThunderHoundFamiliar ), "Thunder Hound",  60.0,  60.0 ),
			new RangerFamiliarEntry( typeof( HellHoundFamiliar ), "Hell Hound",  80.0,  80.0 ),
			new RangerFamiliarEntry( typeof( VampireWolfFamiliar ), "Vampire Wolf", 100.0, 100.0 ),
			new RangerFamiliarEntry( typeof( TigerFamiliar ), "Saber Tooth Tiger", 115.0, 115.0 )
				
		};
		
		public static RangerFamiliarEntry[] Entries{ get{ return m_Entries; } }
	}
	
	public class RangerFamiliarEntry
	{
		private Type m_Type;
		private object m_Name;
		private double m_ReqAnimalLore;
		private double m_ReqAnimalTaming;
		
		public Type Type{ get{ return m_Type; } }
		public object Name{ get{ return m_Name; } }
		public double ReqAnimalLore{ get{ return m_ReqAnimalLore; } }
		public double ReqAnimalTaming{ get{ return m_ReqAnimalTaming; } }
		
		public RangerFamiliarEntry( Type type, object name, double reqAnimalLore, double reqAnimalTaming )
		{
			m_Type = type;
			m_Name = name;
			m_ReqAnimalLore = reqAnimalLore;
			m_ReqAnimalTaming = reqAnimalTaming;
		}
	}
	
	public class RangerFamiliarGump : Gump
	{
		private Mobile m_From;
		private RangerFamiliarEntry[] m_Entries;
		
		private const int  EnabledColor16 = 0x0F20;
		private const int DisabledColor16 = 0x262A;
		
		private const int  EnabledColor32 = 0x18CD00;
		private const int DisabledColor32 = 0x4A8B52;
		
		public RangerFamiliarGump( Mobile from, RangerFamiliarEntry[] entries ) : base( 200, 100 )
		{
			m_From = from;
			m_Entries = entries;
			
			AddPage( 0 );
			
			AddBackground( 10, 10, 250, 178, 9270 );
			AddAlphaRegion( 20, 20, 230, 158 );
			
			AddImage( 220, 20, 10464 );
			AddImage( 220, 72, 10464 );
			AddImage( 220, 124, 10464 );
			
			AddItem( 188, 16, 6883 );
			AddItem( 198, 168, 6881 );
			AddItem( 8, 15, 6882 );
			AddItem( 2, 168, 6880 );
			
			AddHtmlLocalized( 30, 26, 200, 20, 1060147, EnabledColor16, false, false ); // Chose thy familiar...
			
			double lore = from.Skills[SkillName.AnimalLore].Base;
			double taming = from.Skills[SkillName.AnimalTaming].Base;
			
			for ( int i = 0; i < entries.Length; ++i )
			{
				object name = entries[i].Name;
				
				bool enabled = ( lore >= entries[i].ReqAnimalLore && taming >= entries[i].ReqAnimalTaming );
				
				AddButton( 27, 53 + (i * 21), 9702, 9703, i + 1, GumpButtonType.Reply, 0 );
				
				if ( name is int )
					AddHtmlLocalized( 50, 51 + (i * 21), 150, 20, (int)name, enabled ? EnabledColor16 : DisabledColor16, false, false );
				else if ( name is string )
					AddHtml( 50, 51 + (i * 21), 150, 20, String.Format( "<BASEFONT COLOR=#{0:X6}>{1}</BASEFONT>", enabled ? EnabledColor32 : DisabledColor32, name ), false, false );
			}
		}
		
		private static Hashtable m_Table = new Hashtable();
		
		public override void OnResponse( NetState sender, RelayInfo info )
		{
			int index = info.ButtonID - 1;
			
			if ( index >= 0 && index < m_Entries.Length )
			{
				RangerFamiliarEntry entry = m_Entries[index];
				
				double lore = m_From.Skills[SkillName.AnimalLore].Base;
				double taming = m_From.Skills[SkillName.AnimalTaming].Base;
				
				BaseCreature check = (BaseCreature)RangerFamiliarSpell.Table[m_From];
				
				if ( check != null && !check.Deleted )
				{
					m_From.SendLocalizedMessage( 1061605 ); // You already have a familiar.
				}
				else if ( lore < entry.ReqAnimalLore || taming < entry.ReqAnimalTaming )
				{
					// That familiar requires ~1_NECROMANCY~ Necromancy and ~2_SPIRIT~ Spirit Speak.
					m_From.SendLocalizedMessage( 1061606, String.Format( "{0:F1}\t{1:F1}", entry.ReqAnimalLore, entry.ReqAnimalTaming ) );
					
					m_From.CloseGump( typeof( RangerFamiliarGump ) );
					m_From.SendGump( new RangerFamiliarGump( m_From, RangerFamiliarSpell.Entries ) );
				}
				else if ( entry.Type == null )
				{
					m_From.SendMessage( "That familiar has not yet been defined." );
					
					m_From.CloseGump( typeof( RangerFamiliarGump ) );
					m_From.SendGump( new RangerFamiliarGump( m_From, RangerFamiliarSpell.Entries ) );
				}
				else
				{
					try
					{
						BaseCreature bc = (BaseCreature)Activator.CreateInstance( entry.Type );
						
						bc.Skills.MagicResist = m_From.Skills.MagicResist;
						
						if ( BaseCreature.Summon( bc, m_From, m_From.Location, -1, TimeSpan.FromDays( 1.0 ) ) )
						{
							m_From.FixedParticles( 0x3728, 1, 10, 9910, EffectLayer.Head );
							bc.PlaySound( bc.GetIdleSound() );
							RangerFamiliarSpell.Table[m_From] = bc;
						}
					}
					catch
					{
					}
				}
			}
			else
			{
				m_From.SendLocalizedMessage( 1061825 ); // You decide not to summon a familiar.
			}
		}
	}
}
 
Boulder said:
Got error
Spells/Ranger/spells/familiarspell.cs:
cs0101: line 12: the namespace 'server.spells.ranger' already contains a definition for 'ranger familiarSpell'
cs0101: line 77: the namespace 'server.spells.ranger' already contains a definition for 'ranger familiarEntry'
cs0101: line 98: the namespace 'server.spells.ranger' already contains a definition for 'rangerfamiliarGump'

script
Code:
using System;
using System.Collections;
using Server.Network;
using Server.Items;
using Server.Targeting;
using Server.Gumps;
using Server.Mobiles;
 
 
namespace Server.Spells.Ranger
{
    public class RangerFamiliarSpell : RangerSpell
    {
        private static SpellInfo m_Info = new SpellInfo(
                                                        "Animal Companion", "Sinta Kurwa Ner Arda Moina",
                                                        SpellCircle.Sixth,
                                                        203,
                                                        9031,
                                                        Reagent.DestroyingAngel,
                                                        Reagent.SpringWater,
                                                        Reagent.PetrafiedWood
                                                       );
 
        public override double CastDelay{ get{ return 3.0; } }
        public override double RequiredSkill{ get{ return 30.0; } }
        public override int RequiredMana{ get{ return 17; } }
 
        public RangerFamiliarSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
        {
        }
 
        private static Hashtable m_Table = new Hashtable();
 
        public static Hashtable Table{ get{ return m_Table; } }
 
        public override bool CheckCast()
        {
            BaseCreature check = (BaseCreature)m_Table[Caster];
 
            if ( check != null && !check.Deleted )
            {
                Caster.SendLocalizedMessage( 1061605 ); // You already have a familiar.
                return false;
            }
 
            return base.CheckCast();
        }
 
        public override void OnCast()
        {
            if ( Server.Spells.AllSpells.CheckRestriction( Caster, 6 ) == false )
                return;
 
            if ( CheckSequence() )
            {
                Caster.CloseGump( typeof( RangerFamiliarGump ) );
                Caster.SendGump( new RangerFamiliarGump( Caster, m_Entries ) );
            }
 
            FinishSequence();
        }
 
        private static RangerFamiliarEntry[] m_Entries = new RangerFamiliarEntry[]
        {
            new RangerFamiliarEntry( typeof( PackRatFamiliar ), "Pack Rat",  30.0,  30.0 ),
            new RangerFamiliarEntry( typeof( IceHoundFamiliar ), "Ice Hound",  50.0,  50.0 ),
            new RangerFamiliarEntry( typeof( ThunderHoundFamiliar ), "Thunder Hound",  60.0,  60.0 ),
            new RangerFamiliarEntry( typeof( HellHoundFamiliar ), "Hell Hound",  80.0,  80.0 ),
            new RangerFamiliarEntry( typeof( VampireWolfFamiliar ), "Vampire Wolf", 100.0, 100.0 ),
            new RangerFamiliarEntry( typeof( TigerFamiliar ), "Saber Tooth Tiger", 115.0, 115.0 )
 
        };
 
        public static RangerFamiliarEntry[] Entries{ get{ return m_Entries; } }
    }
 
    public class RangerFamiliarEntry
    {
        private Type m_Type;
        private object m_Name;
        private double m_ReqAnimalLore;
        private double m_ReqAnimalTaming;
 
        public Type Type{ get{ return m_Type; } }
        public object Name{ get{ return m_Name; } }
        public double ReqAnimalLore{ get{ return m_ReqAnimalLore; } }
        public double ReqAnimalTaming{ get{ return m_ReqAnimalTaming; } }
 
        public RangerFamiliarEntry( Type type, object name, double reqAnimalLore, double reqAnimalTaming )
        {
            m_Type = type;
            m_Name = name;
            m_ReqAnimalLore = reqAnimalLore;
            m_ReqAnimalTaming = reqAnimalTaming;
        }
    }
 
    public class RangerFamiliarGump : Gump
    {
        private Mobile m_From;
        private RangerFamiliarEntry[] m_Entries;
 
        private const int  EnabledColor16 = 0x0F20;
        private const int DisabledColor16 = 0x262A;
 
        private const int  EnabledColor32 = 0x18CD00;
        private const int DisabledColor32 = 0x4A8B52;
 
        public RangerFamiliarGump( Mobile from, RangerFamiliarEntry[] entries ) : base( 200, 100 )
        {
            m_From = from;
            m_Entries = entries;
 
            AddPage( 0 );
 
            AddBackground( 10, 10, 250, 178, 9270 );
            AddAlphaRegion( 20, 20, 230, 158 );
 
            AddImage( 220, 20, 10464 );
            AddImage( 220, 72, 10464 );
            AddImage( 220, 124, 10464 );
 
            AddItem( 188, 16, 6883 );
            AddItem( 198, 168, 6881 );
            AddItem( 8, 15, 6882 );
            AddItem( 2, 168, 6880 );
 
            AddHtmlLocalized( 30, 26, 200, 20, 1060147, EnabledColor16, false, false ); // Chose thy familiar...
 
            double lore = from.Skills[SkillName.AnimalLore].Base;
            double taming = from.Skills[SkillName.AnimalTaming].Base;
 
            for ( int i = 0; i < entries.Length; ++i )
            {
                object name = entries[i].Name;
 
                bool enabled = ( lore >= entries[i].ReqAnimalLore && taming >= entries[i].ReqAnimalTaming );
 
                AddButton( 27, 53 + (i * 21), 9702, 9703, i + 1, GumpButtonType.Reply, 0 );
 
                if ( name is int )
                    AddHtmlLocalized( 50, 51 + (i * 21), 150, 20, (int)name, enabled ? EnabledColor16 : DisabledColor16, false, false );
                else if ( name is string )
                    AddHtml( 50, 51 + (i * 21), 150, 20, String.Format( "<BASEFONT COLOR=#{0:X6}>{1}</BASEFONT>", enabled ? EnabledColor32 : DisabledColor32, name ), false, false );
            }
        }
 
        private static Hashtable m_Table = new Hashtable();
 
        public override void OnResponse( NetState sender, RelayInfo info )
        {
            int index = info.ButtonID - 1;
 
            if ( index >= 0 && index < m_Entries.Length )
            {
                RangerFamiliarEntry entry = m_Entries[index];
 
                double lore = m_From.Skills[SkillName.AnimalLore].Base;
                double taming = m_From.Skills[SkillName.AnimalTaming].Base;
 
                BaseCreature check = (BaseCreature)RangerFamiliarSpell.Table[m_From];
 
                if ( check != null && !check.Deleted )
                {
                    m_From.SendLocalizedMessage( 1061605 ); // You already have a familiar.
                }
                else if ( lore < entry.ReqAnimalLore || taming < entry.ReqAnimalTaming )
                {
                    // That familiar requires ~1_NECROMANCY~ Necromancy and ~2_SPIRIT~ Spirit Speak.
                    m_From.SendLocalizedMessage( 1061606, String.Format( "{0:F1}\t{1:F1}", entry.ReqAnimalLore, entry.ReqAnimalTaming ) );
 
                    m_From.CloseGump( typeof( RangerFamiliarGump ) );
                    m_From.SendGump( new RangerFamiliarGump( m_From, RangerFamiliarSpell.Entries ) );
                }
                else if ( entry.Type == null )
                {
                    m_From.SendMessage( "That familiar has not yet been defined." );
 
                    m_From.CloseGump( typeof( RangerFamiliarGump ) );
                    m_From.SendGump( new RangerFamiliarGump( m_From, RangerFamiliarSpell.Entries ) );
                }
                else
                {
                    try
                    {
                        BaseCreature bc = (BaseCreature)Activator.CreateInstance( entry.Type );
 
                        bc.Skills.MagicResist = m_From.Skills.MagicResist;
 
                        if ( BaseCreature.Summon( bc, m_From, m_From.Location, -1, TimeSpan.FromDays( 1.0 ) ) )
                        {
                            m_From.FixedParticles( 0x3728, 1, 10, 9910, EffectLayer.Head );
                            bc.PlaySound( bc.GetIdleSound() );
                            RangerFamiliarSpell.Table[m_From] = bc;
                        }
                    }
                    catch
                    {
                    }
                }
            }
            else
            {
                m_From.SendLocalizedMessage( 1061825 ); // You decide not to summon a familiar.
            }
        }
    }
}
You have two of them. Delete your old one.

I found the duplicate and updated the package. Try again.
 

RavonTUS

Sorceror
Greetings,

I am using RunUO v2 r83 (from the SVN). I get the following error message...

Errors:
+ Custom/World/Lucid's All Spells/Lucid's AS 7.0.2b/Items/Skill Items/Magical/Runebook.cs:
CS0266: Line 243: Cannot implicitly convert type 'System.Collections.
Generic.IEnumerable<Server.Gumps.Gump>' to System.Collections.Generic.List<Server.Gumps.Gump>'. An explicit conversion exists (are you missing a cast?)

Line 243 in current code:
Code:
		public bool IsOpen( Mobile toCheck )
		{
			NetState ns = toCheck.NetState;

			if ( ns == null )
				return false;

			List<Gump> gumps = ns.Gumps;

			for ( int i = 0; i < gumps.Count; ++i )
			{
				if ( gumps[i] is RunebookGump )
				{
					RunebookGump gump = (RunebookGump)gumps[i];

					if ( gump.Book == this )
						return true;
				}
			}

If I revert to this older Allspells it seems to work:
Code:
        public bool IsOpen(Mobile toCheck)
        {
            NetState ns = toCheck.NetState;
            if (ns != null)
            {
                foreach (Gump gump in ns.Gumps)
                {
                    RunebookGump bookGump = gump as RunebookGump;

                    if (bookGump != null && bookGump.Book == this)
                    {
                        return true;
                    }
                }
            }

Any idea what I could be missing or is it just because of changes in the Core (SVN r83)?

-Ravon
 

RavonTUS

Sorceror
Greetings,

I found two other quick "Warnings" that can be fixed too...

+ Custom/World/Lucid's All Spells/Lucid's AS 7.0.2b/Spells/@@Other Shit/Reagent Book/RegBook.cs:
CS0162: Line 308: Unreachable code detected

Code:
                //--<<AS Edit>>------------------[End]
                from.CloseGump(typeof(RegBookGump));
                from.SendGump(new RegBookGump(from, this));
                return true;
            }
            else if (dropped is Bag)
            {
                m_EmptyBags++;
                dropped.Delete();
                from.CloseGump(typeof(RegBookGump));
                from.SendGump(new RegBookGump(from, this));
                return true;
            }
            else
            {
                from.SendMessage(0x26, "Thats not a valid item to use in this Reg Book.");
                return false;
            }
            return false;

Fix
Code:
                //--<<AS Edit>>------------------[End]
                from.CloseGump(typeof(RegBookGump));
                from.SendGump(new RegBookGump(from, this));
                return true;
            }
[COLOR="DarkRed"]            //else  <---- Delete this[/COLOR]
            if (dropped is Bag)
            {
                m_EmptyBags++;
                dropped.Delete();
                from.CloseGump(typeof(RegBookGump));
                from.SendGump(new RegBookGump(from, this));
                return true;
            }
[COLOR="DarkRed"]            //else  <---- Delete this
            //{     <---- Delete this[/COLOR]
                from.SendMessage(0x26, "Thats not a valid item to use in this Reg Book.");
                return false;
       }
[COLOR="DarkRed"]            //return false; <---- Delete this[/COLOR]

Warraning:
+ Custom/World/Lucid's All Spells/Lucid's AS 7.0.2b/Spells/@@Other Shit/-=+ Full Spellbook +=-/Full Spellbook/TomeOfKnowledge.cs:
CS0162: Line 589: Unreachable code detected

Line 589
Code:
		public bool ScrollCheck( Mobile from, Item dropped )
		{
			//string msg = "The scroll will not drop. You do not posses the training to pass this scroll through.";
			//string allowed = "You successfully added the scroll.";
			SpellScroll scroll = ( SpellScroll )dropped;
			
			if ( from.AccessLevel > AccessLevel.Counselor )
			{
				from.SendMessage(32, "Due to your godly powers, your are able to add the scroll!");
				return true;
				
				if ( from.AccessLevel > AccessLevel.Seer )
				{
					foreach ( Type type in StaffTypes )
					{
						if ( dropped.GetType() == type )
							return true;
						
						else
							return false;
					}
				}
			}
			
			if ( ASSettings.EnableAllSystems || ASSettings.EnableClassSystem )

Fix
Code:
        public bool ScrollCheck(Mobile from, Item dropped)
        {
            //string msg = "The scroll will not drop. You do not posses the training to pass this scroll through.";
            //string allowed = "You successfully added the scroll.";
            SpellScroll scroll = (SpellScroll)dropped;

            if (from.AccessLevel > AccessLevel.Counselor)
            {
                from.SendMessage(32, "Due to your godly powers, your are able to add the scroll!");
                return true;
            [COLOR="DarkRed"]}  <---- Add this one[/COLOR]
            if (from.AccessLevel > AccessLevel.Seer)
            {
                foreach (Type type in StaffTypes)
                {
                    if (dropped.GetType() == type)
                        return true;

                    else
                        return false;
                }
            }

[COLOR="DarkRed"]           }  <-- Delete this one[/COLOR]
            if (ASSettings.EnableAllSystems || ASSettings.EnableClassSystem)
 

facsmth

Wanderer
Nm. Fixed it. Something was commented out so I had to just make that activatable or something....

I'm wondering.... what do I have to replace to make the fizzies go away? You said it was one of the updates. I installed those... I think to the appropriate folders... but they still fizzle.
 
Boulder

Boulder said:
thanks for the fix
as admin or owner how do you change class of players
By typing: [getclass

Gives you a properties menu so that you can make changes if necessary.
-------------------------------------------------------------------
Nm. Fixed it. Something was commented out so I had to just make that activatable or something....

I'm wondering.... what do I have to replace to make the fizzies go away? You said it was one of the updates. I installed those... I think to the appropriate folders... but they still fizzle.
I will have to look into it further to see if I can duplicate your problem. All I can tell you at this point in time is that someone said the issue has to do with the latest RunUO release. I'm not sure if that is true, but if it is I'd like to hear more info on that if anyone one knows more about it. If I can get more info I can start working on a fix. But who knows? It could have been something that I have done.
-----------------------------------------------------
And thanks, RavonTUS, I will add the fixes as soon as I get my AS Custom Skill Check working. And class moongate.
 

Boulder

Sorceror
all spell system

love your work
can you tell me how to check skill lvl like for druids mine is 75 i tink but how do i check or change it
 
Boulder

Boulder said:
love your work
can you tell me how to check skill lvl like for druids mine is 75 i tink but how do i check or change it
I don't have the custom skills in place yet. That is why I am using a class system. However, I am working and testing a BETA custom skill system for All Spells as we speak. :)

Unless you are using my Level System........ [myexp
 
the skill cap problem I was told was fixed in the lasted SVN, but should be out in RC2 also, but here is the breakdown:

normaly your cap in a skill is 100, raisable to 120 via powerscrolls

so you have 3 values that control skills:
Skills."name".cap
skills."name".base
skills."name".value

normaly Value & base can not go above cap
if you have obeycap = false then normaly only base can not go above cap
(except fopr GM props seting)
this means that no matter what your skill value is (including jewelry bonuses, etc) that value is never more than cap unles obeycap = false, this it is the toal of base + bonuses

but the obey cap is currently broken, so therefore value is never above cap
so you can have 200 magery with skills & jewelry, but if your cap is 100, it will only use the 100, even though it might say more

same with other skills
 
Lord_Greywolf said:
the skill cap problem I was told was fixed in the lasted SVN, but should be out in RC2 also, but here is the breakdown:

normaly your cap in a skill is 100, raisable to 120 via powerscrolls

so you have 3 values that control skills:
Skills."name".cap
skills."name".base
skills."name".value

normaly Value & base can not go above cap
if you have obeycap = false then normaly only base can not go above cap
(except fopr GM props seting)
this means that no matter what your skill value is (including jewelry bonuses, etc) that value is never more than cap unles obeycap = false, this it is the toal of base + bonuses

but the obey cap is currently broken, so therefore value is never above cap
so you can have 200 magery with skills & jewelry, but if your cap is 100, it will only use the 100, even though it might say more

same with other skills
Thanks for the input Lord_Greywolf!!! I will work on a fix.
 
the problem does lie in the core, was a couple of stupid lines in there.
they had it so it would obey the cap in all spots, except one, when testing if they were an elf or not, it blew it in that section

So you may not be able to do anything about it until you have either the newest SVN compiled or RC2 comes out
 
Lord_Greywolf said:
the problem does lie in the core, was a couple of stupid lines in there.
they had it so it would obey the cap in all spots, except one, when testing if they were an elf or not, it blew it in that section

So you may not be able to do anything about it until you have either the newest SVN compiled or RC2 comes out
Is it in Mobile or Skills?

Edit: I looked in both and d/l SVN and couldn't find the changes.
 
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