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➜ SMAUG
➜ SMAUG coding
➜ Skill adept issue
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Posted by
| Zeno
USA (2,871 posts) Bio
|
Date
| Sat 02 Jul 2005 01:22 AM (UTC) |
Message
| One of our items causes this:
So he has 2 on, that's -50. The max for the skill is 85. If it's at 35 (the limit), it'll still raise. If he saves, it'll go back to 35. This makes him able to max the skill over and over for bonus exp everytime. Does anyone have any ideas how to fix this? Here is the adept code:
sh_int skill_adept( CHAR_DATA *ch, int sn)
{
sh_int max = 0;
if (skill_table[(sn)]->skill_level[ch->class] <= LEVEL_HERO)
max = skill_table[(sn)]->skill_adept[(ch)->class];
if (skill_table[sn]->race_level[ch->race] <= LEVEL_HERO)
max = UMAX( max, skill_table[sn]->race_adept[ch->race]);
return max;
}
This is a stock bug I think. |
Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org | Top |
|
Posted by
| Greven
Canada (835 posts) Bio
|
Date
| Reply #1 on Sat 02 Jul 2005 02:36 AM (UTC) |
Message
| Are you saying, for example, person has 100%, equips two, now at 50%, gets skill back up to 100%, removes items, now at 150%? If so, I found the best way to correct it is to add a check in where the bonus is added/removed based on the affect. Have it set the skills back to original, but check if its over 100%, if so, max it at 100%. Assuming thats what your talking about, of course. If not, I'm confused. |
Nobody ever expects the spanish inquisition!
darkwarriors.net:4848
http://darkwarriors.net | Top |
|
Posted by
| Zeno
USA (2,871 posts) Bio
|
Date
| Reply #2 on Sat 02 Jul 2005 02:51 AM (UTC) |
Message
| In a way yes. It will not go past the max adept of the skill (85%), but it will go past the limited max (35%). When it hits 85% again, they gain the exp bonus. If they save, it'll revert to 35%. But then will increase until they save. |
Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org | Top |
|
Posted by
| David Haley
USA (3,881 posts) Bio
|
Date
| Reply #3 on Sat 02 Jul 2005 10:49 PM (UTC) |
Message
| Every time the game saves a character, it removes and re-equips all their equipment. That could be the culprit for this problem. I had something similar when I added scabbards to the game: sheathed weapons were considered 'worn' in a scabbard wearloc, and if the weapon had any effects they were applied every time the character saved. |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | Top |
|
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