Skill changes not working
Posted: Sun Nov 25, 2007 6:01 pm
I'm attempting to rename the skill "chivalry" and code it to something custom.
Renaming it within Uox3 is easy, but in order to rename it on the gump, I'm going to need to edit the .mul correct?
Also, the hardcoded "set" command does not work for chivalry. IE, you can not type in " 'set chivalry 100".
Now, I can set the skill via .js according to this script:
Now, if I type in " 'dm aper 125" it correctly changes the chivalry skill to 12.5. The catch is, if you click on "show real" it shows chivalry as 0.0. Now I have set up the skills.dfn to allow for an intelligence bonus to the skill.
Here is the code:
Now my shard has a very strict skill cap, and allowing all "chivalry" increases to be added as a bonus and NOT a "real" stat really unbalances things.
Basically I want to code skill increases like the hardcoded "set" command. If I type in "set tactics 125" and a character has a strength of 200 or something, it changes the skill to a total of approximatley 22.5, where 12.5 is the "real" skill I set, and 10 of the points are an added bonus because of attributes.
The way I code, adds the skill as an attribute bonus only.
.
How do I get around this? Thanks!
Renaming it within Uox3 is easy, but in order to rename it on the gump, I'm going to need to edit the .mul correct?
Also, the hardcoded "set" command does not work for chivalry. IE, you can not type in " 'set chivalry 100".
Now, I can set the skill via .js according to this script:
Code: Select all
case "APER":
ourObj.skills.chivalry = ourObj.skills.chivalry + nVal;
persuade = ourObj.skills.chivalry;
okMsg( socket );
socket.SysMessage( "Persuade changed by " + nVal );
ourObj.TextMessage( "Persuade changed by " + nVal );
socket.SysMessage( "Target Persuade: " + persuade);
break;
Here is the code:
Code: Select all
// Chivalry to persuade
[SKILL 51]
{
NAME=PERSUATION
STR=0
DEX=0
INT=150
SKILLPOINT=0,100,100
SKILLPOINT=990,10,5
SKILLPOINT=1000,5,3
MADEWORD=envoked
}
Basically I want to code skill increases like the hardcoded "set" command. If I type in "set tactics 125" and a character has a strength of 200 or something, it changes the skill to a total of approximatley 22.5, where 12.5 is the "real" skill I set, and 10 of the points are an added bonus because of attributes.
The way I code, adds the skill as an attribute bonus only.
How do I get around this? Thanks!