#region Stat Getters/Setters
[CommandProperty(AccessLevel.GameMaster)]
public override int Str
{
get
{
if (Core.ML && IsPlayer())
{
return Math.Min(base.Str, 150);
}
return base.Str;
}
set { base.Str = value; }
}
[CommandProperty(AccessLevel.GameMaster)]
public override int Int
{
get
{
if (Core.ML && IsPlayer())
{
return Math.Min(base.Int, 150);
}
return base.Int;
}
set { base.Int = value; }
}
[CommandProperty(AccessLevel.GameMaster)]
public override int Dex
{
get
{
if (Core.ML && IsPlayer())
{
return Math.Min(base.Dex, 150);
}
return base.Dex;
}
set { base.Dex = value; }
}
#endregion
what I posted starts at line 1570 in the PlayerMobile.cs you posted
you may also want to look at Skillcheck.cs
near the top you should find
StatCap = Config.Get("PlayerCaps.StatCap", 125);
you can change that to to modify the cap for gaining a stat via skills
Math.Min(base.Dex, 150);
Math.Min(base.Dex, 225);
#region Stat Getters/Setters
[CommandProperty(AccessLevel.GameMaster)]
public override int Str
{
get
{
if (IsPlayer())
{
return Math.Min(base.Str, StrMaxCap);
}
return base.Str;
}
set { base.Str = value; }
}
[CommandProperty(AccessLevel.GameMaster)]
public override int Int
{
get
{
if (IsPlayer())
{
return Math.Min(base.Int, IntMaxCap);
}
return base.Int;
}
set { base.Int = value; }
}
[CommandProperty(AccessLevel.GameMaster)]
public override int Dex
{
get
{
if (IsPlayer())
{
int dex = base.Dex;
return Math.Min(dex, DexMaxCap);
}
return base.Dex;
}
set { base.Dex = value; }
}
#endregion
#region Stat Getters/Setters
[CommandProperty( AccessLevel.GameMaster )]
public override int Str
{
get
{
if( Core.ML && this.AccessLevel == AccessLevel.Player )
return Math.Min( base.Str, 300 );
return base.Str;
}
set
{
base.Str = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public override int Int
{
get
{
if( Core.ML && this.AccessLevel == AccessLevel.Player )
return Math.Min( base.Int, 300 );
return base.Int;
}
set
{
base.Int = value;
}
}
[CommandProperty( AccessLevel.GameMaster )]
public override int Dex
{
get
{
if( Core.ML && this.AccessLevel == AccessLevel.Player )
return Math.Min( base.Dex, 300 );
return base.Dex;
}
set
{
base.Dex = value;
}
}
#endregion
public static bool CanRaise( Mobile from, Stat stat )
{
if ( !(from is BaseCreature && ((BaseCreature)from).Controlled) )
{
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;
}
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