Michele

Member
Hi all, for an rp shard we have made a growth skill system based on class.

At moment our scripter have problem and no-time to fix it, so i want ask to you if you have time to look a this (sorry for bad eng).

The system should make the skills more or less fast depending on the percentage indicated. If for example I indicate 100 the skill should go up very fast, if I show 20 the skill should rise to 20% of the speed. But this does not work, I tried with arcery,set also to 1%, but with every hit I hit the skill gain 0.1.

Here the system:

namespace Server.Misc
{
public enum ClassType
{
Nessuna = 0,
Arciere = 1,
Bardo = 2,
Mago = 3,
Necromante = 4,
Rogue = 5,
Ranger = 6,
Guerriero = 7,
Evocatore = 8
}
}


using Server.Mobiles;
using System.Collections.Generic;

namespace Server.Misc
{
public static class SkillGrowthRates
{
private static Dictionary<ClassType, Dictionary<SkillName, double>> SkillRates = new Dictionary<ClassType, Dictionary<SkillName, double>>
{
#region ARCIERE
{
ClassType.Arciere, new Dictionary<SkillName, double>
{
{ SkillName.Alchemy, 0.0 },
{ SkillName.Anatomy, 100.0 },
{ SkillName.AnimalLore, 0.0 },
{ SkillName.AnimalTaming, 0.0 },
{ SkillName.Archery, 100.0 },
{ SkillName.ArmsLore, 100.0 },
{ SkillName.Begging, 25.0 },
{ SkillName.Blacksmith, 40.0 },
{ SkillName.Bushido, 0.0 },
{ SkillName.Camping, 40.0 },
{ SkillName.Carpentry, 100.0 },
{ SkillName.Cartography, 40.0 },
{ SkillName.Chivalry, 0.0 },
{ SkillName.Cooking, 70.0 },
{ SkillName.DetectHidden, 70.0 },
{ SkillName.Discordance, 0.0 },
{ SkillName.EvalInt, 0.0 },
{ SkillName.Fencing, 70.0 },
{ SkillName.Fishing, 100.0 },
{ SkillName.Fletching, 100.0 },
{ SkillName.Focus, 70.0 },
{ SkillName.Forensics, 0.0 },
{ SkillName.Healing, 40.0 },
{ SkillName.Herding, 0.0 },
{ SkillName.Hiding, 40.0 },
{ SkillName.Imbuing, 0.0 },
{ SkillName.Inscribe, 0.0 },
{ SkillName.ItemID, 0.0 },
{ SkillName.Lockpicking, 0.0 },
{ SkillName.Lumberjacking, 100.0 },
{ SkillName.Macing, 40.0 },
{ SkillName.Magery, 0.0 },
{ SkillName.MagicResist, 40.0 },
{ SkillName.Meditation, 0.0 },
{ SkillName.Mining, 70.0 },
{ SkillName.Musicianship, 0.0 },
{ SkillName.Mysticism, 0.0 },
{ SkillName.Necromancy, 0.0 },
{ SkillName.Ninjitsu, 0.0 },
{ SkillName.Parry, 0.0 },
{ SkillName.Peacemaking, 0.0 },
{ SkillName.Poisoning, 70.0 },
{ SkillName.Provocation, 0.0 },
{ SkillName.RemoveTrap, 0.0 },
{ SkillName.Snooping, 0.0 },
{ SkillName.Spellweaving, 0.0 },
{ SkillName.SpiritSpeak, 0.0 },
{ SkillName.Stealing, 0.0 },
{ SkillName.Stealth, 25.0 },
{ SkillName.Swords, 100.0 },
{ SkillName.Tactics, 100.0 },
{ SkillName.Tailoring, 70.0 },
{ SkillName.TasteID, 0.0 },
{ SkillName.Throwing, 0.0 },
{ SkillName.Tinkering, 100.0 },
{ SkillName.Tracking, 70.0 },
{ SkillName.Veterinary, 0.0 },
{ SkillName.Wrestling, 40.0 },
} },
#endregion

#region BARDO
{ ClassType.Bardo, new Dictionary<SkillName, double>
{
{ SkillName.Alchemy, 25.0 },
{ SkillName.Anatomy, 40.0 },
{ SkillName.AnimalLore, 0.0 },
{ SkillName.AnimalTaming, 0.0 },
{ SkillName.Archery, 70.0 },
{ SkillName.ArmsLore, 40.0 },
{ SkillName.Begging, 100.0 },
{ SkillName.Blacksmith, 0.0 },
{ SkillName.Bushido, 0.0 },
{ SkillName.Camping, 40.0 },
{ SkillName.Carpentry, 0.0 },
{ SkillName.Cartography, 40.0 },
{ SkillName.Chivalry, 0.0 },
{ SkillName.Cooking, 25.0 },
{ SkillName.DetectHidden, 25.0 },
{ SkillName.Discordance, 100.0 },
{ SkillName.EvalInt, 0.0 },
{ SkillName.Fencing, 0.0 },
{ SkillName.Fishing, 100.0 },
{ SkillName.Fletching, 40.0 },
{ SkillName.Focus, 25.0 },
{ SkillName.Forensics, 0.0 },
{ SkillName.Healing, 25.0 },
{ SkillName.Herding, 0.0 },
{ SkillName.Hiding, 40.0 },
{ SkillName.Imbuing, 0.0 },
{ SkillName.Inscribe, 0.0 },
{ SkillName.ItemID, 0.0 },
{ SkillName.Lockpicking, 40.0 },
{ SkillName.Lumberjacking, 100.0 },
{ SkillName.Macing, 0.0 },
{ SkillName.Magery, 0.0 },
{ SkillName.MagicResist, 40.0 },
{ SkillName.Meditation, 25.0 },
{ SkillName.Mining, 25.0 },
{ SkillName.Musicianship, 100.0 },
{ SkillName.Mysticism, 0.0 },
{ SkillName.Necromancy, 0.0 },
{ SkillName.Ninjitsu, 0.0 },
{ SkillName.Parry, 40.0 },
{ SkillName.Peacemaking, 100.0 },
{ SkillName.Poisoning, 0.0 },
{ SkillName.Provocation, 100.0 },
{ SkillName.RemoveTrap, 25.0 },
{ SkillName.Snooping, 0.0 },
{ SkillName.Spellweaving, 0.0 },
{ SkillName.SpiritSpeak, 0.0 },
{ SkillName.Stealing, 0.0 },
{ SkillName.Stealth, 25.0 },
{ SkillName.Swords, 40.0 },
{ SkillName.Tactics, 40.0 },
{ SkillName.Tailoring, 70.0 },
{ SkillName.TasteID, 0.0 },
{ SkillName.Throwing, 0.0 },
{ SkillName.Tinkering, 70.0 },
{ SkillName.Tracking, 40.0 },
{ SkillName.Veterinary, 0.0 },
{ SkillName.Wrestling, 25.0 },
} },
#endregion

#region MAGO
{ ClassType.Mago, new Dictionary<SkillName, double>
{
{ SkillName.Alchemy, 100.0 },
{ SkillName.Anatomy, 70.0 },
{ SkillName.AnimalLore, 25.0 },
{ SkillName.AnimalTaming, 0.0 },
{ SkillName.Archery, 0.0 },
{ SkillName.ArmsLore, 0.0 },
{ SkillName.Begging, 70.0 },
{ SkillName.Blacksmith, 0.0 },
{ SkillName.Bushido, 0.0 },
{ SkillName.Camping, 40.0 },
{ SkillName.Carpentry, 70.0 },
{ SkillName.Cartography, 70.0 },
{ SkillName.Chivalry, 0.0 },
{ SkillName.Cooking, 70.0 },
{ SkillName.DetectHidden, 25.0 },
{ SkillName.Discordance, 0.0 },
{ SkillName.EvalInt, 100.0 },
{ SkillName.Fencing, 0.0 },
{ SkillName.Fishing, 100.0 },
{ SkillName.Fletching, 100.0 },
{ SkillName.Focus, 25.0 },
{ SkillName.Forensics, 0.0 },
{ SkillName.Healing, 40.0 },
{ SkillName.Herding, 0.0 },
{ SkillName.Hiding, 0.0 },
{ SkillName.Imbuing, 0.0 },
{ SkillName.Inscribe, 100.0 },
{ SkillName.ItemID, 100.0 },
{ SkillName.Lockpicking, 0.0 },
{ SkillName.Lumberjacking, 100.0 },
{ SkillName.Macing, 25.0 },
{ SkillName.Magery, 100.0 },
{ SkillName.MagicResist, 100.0 },
{ SkillName.Meditation, 100.0 },
{ SkillName.Mining, 0.0 },
{ SkillName.Musicianship, 0.0 },
{ SkillName.Mysticism, 0.0 },
{ SkillName.Necromancy, 0.0 },
{ SkillName.Ninjitsu, 0.0 },
{ SkillName.Parry, 0.0 },
{ SkillName.Peacemaking, 0.0 },
{ SkillName.Poisoning, 25.0 },
{ SkillName.Provocation, 0.0 },
{ SkillName.RemoveTrap, 0.0 },
{ SkillName.Snooping, 0.0 },
{ SkillName.Spellweaving, 0.0 },
{ SkillName.SpiritSpeak, 0.0 },
{ SkillName.Stealing, 0.0 },
{ SkillName.Stealth, 0.0 },
{ SkillName.Swords, 0.0 },
{ SkillName.Tactics, 25.0 },
{ SkillName.Tailoring, 100.0 },
{ SkillName.TasteID, 0.0 },
{ SkillName.Throwing, 0.0 },
{ SkillName.Tinkering, 25.0 },
{ SkillName.Tracking, 25.0 },
{ SkillName.Veterinary, 0.0 },
{ SkillName.Wrestling, 70.0 },
} },
#endregion

#region NECROMANTE
{ ClassType.Necromante, new Dictionary<SkillName, double>
{
{ SkillName.Alchemy, 100.0 },
{ SkillName.Anatomy, 70.0 },
{ SkillName.AnimalLore, 0.0 },
{ SkillName.AnimalTaming, 0.0 },
{ SkillName.Archery, 0.0 },
{ SkillName.ArmsLore, 0.0 },
{ SkillName.Begging, 25.0 },
{ SkillName.Blacksmith, 0.0 },
{ SkillName.Bushido, 0.0 },
{ SkillName.Camping, 25.0 },
{ SkillName.Carpentry, 25.0 },
{ SkillName.Cartography, 0.0 },
{ SkillName.Chivalry, 0.0 },
{ SkillName.Cooking, 70.0 },
{ SkillName.DetectHidden, 40.0 },
{ SkillName.Discordance, 0.0 },
{ SkillName.EvalInt, 0.0 },
{ SkillName.Fencing, 40.0 },
{ SkillName.Fishing, 100.0 },
{ SkillName.Fletching, 0.0 },
{ SkillName.Focus, 100.0 },
{ SkillName.Forensics, 0.0 },
{ SkillName.Healing, 40.0 },
{ SkillName.Herding, 0.0 },
{ SkillName.Hiding, 25.0 },
{ SkillName.Imbuing, 0.0 },
{ SkillName.Inscribe, 100.0 },
{ SkillName.ItemID, 100.0 },
{ SkillName.Lockpicking, 0.0 },
{ SkillName.Lumberjacking, 100.0 },
{ SkillName.Macing, 0.0 },
{ SkillName.Magery, 0.0 },
{ SkillName.MagicResist, 100.0 },
{ SkillName.Meditation, 100.0 },
{ SkillName.Mining, 25.0 },
{ SkillName.Musicianship, 0.0 },
{ SkillName.Mysticism, 0.0 },
{ SkillName.Necromancy, 100.0 },
{ SkillName.Ninjitsu, 0.0 },
{ SkillName.Parry, 25.0 },
{ SkillName.Peacemaking, 0.0 },
{ SkillName.Poisoning, 70.0 },
{ SkillName.Provocation, 0.0 },
{ SkillName.RemoveTrap, 0.0 },
{ SkillName.Snooping, 25.0 },
{ SkillName.Spellweaving, 0.0 },
{ SkillName.SpiritSpeak, 100.0 },
{ SkillName.Stealing, 25.0 },
{ SkillName.Stealth, 0.0 },
{ SkillName.Swords, 0.0 },
{ SkillName.Tactics, 25.0 },
{ SkillName.Tailoring, 100.0 },
{ SkillName.TasteID, 0.0 },
{ SkillName.Throwing, 0.0 },
{ SkillName.Tinkering, 25.0 },
{ SkillName.Tracking, 25.0 },
{ SkillName.Veterinary, 0.0 },
{ SkillName.Wrestling, 25.0 },
} },
#endregion

#region ROGUE
{ ClassType.Rogue, new Dictionary<SkillName, double>
{
{ SkillName.Alchemy, 0.0 },
{ SkillName.Anatomy, 40.0 },
{ SkillName.AnimalLore, 0.0 },
{ SkillName.AnimalTaming, 0.0 },
{ SkillName.Archery, 0.0 },
{ SkillName.ArmsLore, 75.0 },
{ SkillName.Begging, 100.0 },
{ SkillName.Blacksmith, 25.0 },
{ SkillName.Bushido, 0.0 },
{ SkillName.Camping, 40.0 },
{ SkillName.Carpentry, 25.0 },
{ SkillName.Cartography, 0.0 },
{ SkillName.Chivalry, 0.0 },
{ SkillName.Cooking, 25.0 },
{ SkillName.DetectHidden, 100.0 },
{ SkillName.Discordance, 0.0 },
{ SkillName.EvalInt, 0.0 },
{ SkillName.Fencing, 100.0 },
{ SkillName.Fishing, 100.0 },
{ SkillName.Fletching, 0.0 },
{ SkillName.Focus, 70.0 },
{ SkillName.Forensics, 0.0 },
{ SkillName.Healing, 75.0 },
{ SkillName.Herding, 0.0 },
{ SkillName.Hiding, 100.0 },
{ SkillName.Imbuing, 0.0 },
{ SkillName.Inscribe, 0.0 },
{ SkillName.ItemID, 0.0 },
{ SkillName.Lockpicking, 100.0 },
{ SkillName.Lumberjacking, 100.0 },
{ SkillName.Macing, 0.0 },
{ SkillName.Magery, 0.0 },
{ SkillName.MagicResist, 25.0 },
{ SkillName.Meditation, 0.0 },
{ SkillName.Mining, 25.0 },
{ SkillName.Musicianship, 0.0 },
{ SkillName.Mysticism, 0.0 },
{ SkillName.Necromancy, 0.0 },
{ SkillName.Ninjitsu, 0.0 },
{ SkillName.Parry, 100.0 },
{ SkillName.Peacemaking, 0.0 },
{ SkillName.Poisoning, 100.0 },
{ SkillName.Provocation, 0.0 },
{ SkillName.RemoveTrap, 100.0 },
{ SkillName.Snooping, 100.0 },
{ SkillName.Spellweaving, 0.0 },
{ SkillName.SpiritSpeak, 0.0 },
{ SkillName.Stealing, 100.0 },
{ SkillName.Stealth, 100.0 },
{ SkillName.Swords, 25.0 },
{ SkillName.Tactics, 40.0 },
{ SkillName.Tailoring, 40.0 },
{ SkillName.TasteID, 0.0 },
{ SkillName.Throwing, 0.0 },
{ SkillName.Tinkering, 75.0 },
{ SkillName.Tracking, 100.0 },
{ SkillName.Veterinary, 0.0 },
{ SkillName.Wrestling, 40.0 },
} },
#endregion

#region RANGER
{ ClassType.Ranger, new Dictionary<SkillName, double>
{
{ SkillName.Alchemy, 0.0 },
{ SkillName.Anatomy, 70.0 },
{ SkillName.AnimalLore, 100.0 },
{ SkillName.AnimalTaming, 100.0 },
{ SkillName.Archery, 70.0 },
{ SkillName.ArmsLore, 25.0 },
{ SkillName.Begging, 0.0 },
{ SkillName.Blacksmith, 0.0 },
{ SkillName.Bushido, 0.0 },
{ SkillName.Camping, 100.0 },
{ SkillName.Carpentry, 40.0 },
{ SkillName.Cartography, 70.0 },
{ SkillName.Chivalry, 0.0 },
{ SkillName.Cooking, 70.0 },
{ SkillName.DetectHidden, 100.0 },
{ SkillName.Discordance, 0.0 },
{ SkillName.EvalInt, 0.0 },
{ SkillName.Fencing, 100.0 },
{ SkillName.Fishing, 70.0 },
{ SkillName.Fletching, 70.0 },
{ SkillName.Focus, 70.0 },
{ SkillName.Forensics, 0.0 },
{ SkillName.Healing, 40.0 },
{ SkillName.Herding, 0.0 },
{ SkillName.Hiding, 40.0 },
{ SkillName.Imbuing, 0.0 },
{ SkillName.Inscribe, 0.0 },
{ SkillName.ItemID, 0.0 },
{ SkillName.Lockpicking, 0.0 },
{ SkillName.Lumberjacking, 100.0 },
{ SkillName.Macing, 0.0 },
{ SkillName.Magery, 0.0 },
{ SkillName.MagicResist, 40.0 },
{ SkillName.Meditation, 0.0 },
{ SkillName.Mining, 0.0 },
{ SkillName.Musicianship, 0.0 },
{ SkillName.Mysticism, 0.0 },
{ SkillName.Necromancy, 0.0 },
{ SkillName.Ninjitsu, 0.0 },
{ SkillName.Parry, 40.0 },
{ SkillName.Peacemaking, 0.0 },
{ SkillName.Poisoning, 40.0 },
{ SkillName.Provocation, 0.0 },
{ SkillName.RemoveTrap, 100.0 },
{ SkillName.Snooping, 0.0 },
{ SkillName.Spellweaving, 0.0 },
{ SkillName.SpiritSpeak, 0.0 },
{ SkillName.Stealing, 0.0 },
{ SkillName.Stealth, 25.0 },
{ SkillName.Swords, 0.0 },
{ SkillName.Tactics, 70.0 },
{ SkillName.Tailoring, 70.0 },
{ SkillName.TasteID, 0.0 },
{ SkillName.Throwing, 0.0 },
{ SkillName.Tinkering, 40.0 },
{ SkillName.Tracking, 100.0 },
{ SkillName.Veterinary, 100.0 },
{ SkillName.Wrestling, 70.0 },
} },
#endregion

#region GUERRIERO
{ ClassType.Guerriero, new Dictionary<SkillName, double>
{
{ SkillName.Alchemy, 0.0 },
{ SkillName.Anatomy, 70.0 },
{ SkillName.AnimalLore, 0.0 },
{ SkillName.AnimalTaming, 0.0 },
{ SkillName.Archery, 0.5 },
{ SkillName.ArmsLore, 100.0 },
{ SkillName.Begging, 40.0 },
{ SkillName.Blacksmith, 100.0 },
{ SkillName.Bushido, 0.0 },
{ SkillName.Camping, 40.0 },
{ SkillName.Carpentry, 100.0 },
{ SkillName.Cartography, 25.0 },
{ SkillName.Chivalry, 0.0 },
{ SkillName.Cooking, 40.0 },
{ SkillName.DetectHidden, 70.0 },
{ SkillName.Discordance, 0.0 },
{ SkillName.EvalInt, 0.0 },
{ SkillName.Fencing, 100.0 },
{ SkillName.Fishing, 70.0 },
{ SkillName.Fletching, 40.0 },
{ SkillName.Focus, 70.0 },
{ SkillName.Forensics, 0.0 },
{ SkillName.Healing, 70.0 },
{ SkillName.Herding, 0.0 },
{ SkillName.Hiding, 25.0 },
{ SkillName.Imbuing, 0.0 },
{ SkillName.Inscribe, 0.0 },
{ SkillName.ItemID, 0.0 },
{ SkillName.Lockpicking, 0.0 },
{ SkillName.Lumberjacking, 100.0 },
{ SkillName.Macing, 100.0 },
{ SkillName.Magery, 0.0 },
{ SkillName.MagicResist, 40.0 },
{ SkillName.Meditation, 0.0 },
{ SkillName.Mining, 100.0 },
{ SkillName.Musicianship, 0.0 },
{ SkillName.Mysticism, 0.0 },
{ SkillName.Necromancy, 0.0 },
{ SkillName.Ninjitsu, 0.0 },
{ SkillName.Parry, 100.0 },
{ SkillName.Peacemaking, 0.0 },
{ SkillName.Poisoning, 25.0 },
{ SkillName.Provocation, 0.0 },
{ SkillName.RemoveTrap, 0.0 },
{ SkillName.Snooping, 0.0 },
{ SkillName.Spellweaving, 0.0 },
{ SkillName.SpiritSpeak, 0.0 },
{ SkillName.Stealing, 0.0 },
{ SkillName.Stealth, 0.0 },
{ SkillName.Swords, 100.0 },
{ SkillName.Tactics, 100.0 },
{ SkillName.Tailoring, 0.0 },
{ SkillName.TasteID, 0.0 },
{ SkillName.Throwing, 0.0 },
{ SkillName.Tinkering, 100.0 },
{ SkillName.Tracking, 40.0 },
{ SkillName.Veterinary, 0.0 },
{ SkillName.Wrestling, 100.0 },
} },
#endregion

#region EVOCATORE
{ ClassType.Evocatore, new Dictionary<SkillName, double>
{
{ SkillName.Alchemy, 100.0 },
{ SkillName.Anatomy, 70.0 },
{ SkillName.AnimalLore, 0.0 },
{ SkillName.AnimalTaming, 0.0 },
{ SkillName.Archery, 0.0 },
{ SkillName.ArmsLore, 0.0 },
{ SkillName.Begging, 25.0 },
{ SkillName.Blacksmith, 0.0 },
{ SkillName.Bushido, 0.0 },
{ SkillName.Camping, 40.0 },
{ SkillName.Carpentry, 70.0 },
{ SkillName.Cartography, 70.0 },
{ SkillName.Chivalry, 0.0 },
{ SkillName.Cooking, 70.0 },
{ SkillName.DetectHidden, 25.0 },
{ SkillName.Discordance, 0.0 },
{ SkillName.EvalInt, 100.0 },
{ SkillName.Fencing, 0.0 },
{ SkillName.Fishing, 100.0 },
{ SkillName.Fletching, 0.0 },
{ SkillName.Focus, 100.0 },
{ SkillName.Forensics, 0.0 },
{ SkillName.Healing, 40.0 },
{ SkillName.Herding, 0.0 },
{ SkillName.Hiding, 0.0 },
{ SkillName.Imbuing, 0.0 },
{ SkillName.Inscribe, 100.0 },
{ SkillName.ItemID, 100.0 },
{ SkillName.Lockpicking, 0.0 },
{ SkillName.Lumberjacking, 25.0 },
{ SkillName.Macing, 25.0 },
{ SkillName.Magery, 0.0 },
{ SkillName.MagicResist, 100.0 },
{ SkillName.Meditation, 100.0 },
{ SkillName.Mining, 0.0 },
{ SkillName.Musicianship, 0.0 },
{ SkillName.Mysticism, 0.0 },
{ SkillName.Necromancy, 0.0 },
{ SkillName.Ninjitsu, 0.0 },
{ SkillName.Parry, 0.0 },
{ SkillName.Peacemaking, 0.0 },
{ SkillName.Poisoning, 0.0 },
{ SkillName.Provocation, 0.0 },
{ SkillName.RemoveTrap, 0.0 },
{ SkillName.Snooping, 0.0 },
{ SkillName.Spellweaving, 100.0 },
{ SkillName.SpiritSpeak, 0.0 },
{ SkillName.Stealing, 0.0 },
{ SkillName.Stealth, 0.0 },
{ SkillName.Swords, 0.0 },
{ SkillName.Tactics, 25.0 },
{ SkillName.Tailoring, 100.0 },
{ SkillName.TasteID, 0.0 },
{ SkillName.Throwing, 0.0 },
{ SkillName.Tinkering, 100.0 },
{ SkillName.Tracking, 25.0 },
{ SkillName.Veterinary, 0.0 },
{ SkillName.Wrestling, 70.0 },
} },
#endregion

#region Nessuna
{ ClassType.Nessuna, new Dictionary<SkillName, double>
{
{ SkillName.Alchemy, 0.0 },
{ SkillName.Anatomy, 0.0 },
{ SkillName.AnimalLore, 0.0 },
{ SkillName.AnimalTaming, 0.0 },
{ SkillName.Archery, 0.0 },
{ SkillName.ArmsLore, 0.0 },
{ SkillName.Begging, 0.0 },
{ SkillName.Blacksmith, 0.0 },
{ SkillName.Bushido, 0.0 },
{ SkillName.Camping, 0.0 },
{ SkillName.Carpentry, 0.0 },
{ SkillName.Cartography, 0.0 },
{ SkillName.Chivalry, 0.0 },
{ SkillName.Cooking, 0.0 },
{ SkillName.DetectHidden, 0.0 },
{ SkillName.Discordance, 0.0 },
{ SkillName.EvalInt, 0.0 },
{ SkillName.Fencing, 0.0 },
{ SkillName.Fishing, 0.0 },
{ SkillName.Fletching, 0.0 },
{ SkillName.Focus, 0.0 },
{ SkillName.Forensics, 0.0 },
{ SkillName.Healing, 0.0 },
{ SkillName.Herding, 0.0 },
{ SkillName.Hiding, 0.0 },
{ SkillName.Imbuing, 0.0 },
{ SkillName.Inscribe, 0.0 },
{ SkillName.ItemID, 0.0 },
{ SkillName.Lockpicking, 0.0 },
{ SkillName.Lumberjacking, 0.0 },
{ SkillName.Macing, 0.0 },
{ SkillName.Magery, 0.0 },
{ SkillName.MagicResist, 0.0 },
{ SkillName.Meditation, 0.0 },
{ SkillName.Mining, 0.0 },
{ SkillName.Musicianship, 0.0 },
{ SkillName.Mysticism, 0.0 },
{ SkillName.Necromancy, 0.0 },
{ SkillName.Ninjitsu, 0.0 },
{ SkillName.Parry, 0.0 },
{ SkillName.Peacemaking, 0.0 },
{ SkillName.Poisoning, 0.0 },
{ SkillName.Provocation, 0.0 },
{ SkillName.RemoveTrap, 0.0 },
{ SkillName.Snooping, 0.0 },
{ SkillName.Spellweaving, 0.0 },
{ SkillName.SpiritSpeak, 0.0 },
{ SkillName.Stealing, 0.0 },
{ SkillName.Stealth, 0.0 },
{ SkillName.Swords, 0.0 },
{ SkillName.Tactics, 0.0 },
{ SkillName.Tailoring, 0.0 },
{ SkillName.TasteID, 0.0 },
{ SkillName.Throwing, 0.0 },
{ SkillName.Tinkering, 0.0 },
{ SkillName.Tracking, 0.0 },
{ SkillName.Veterinary, 0.0 },
{ SkillName.Wrestling, 0.0 },
} },
#endregion
};



public static double GetGrowthRateByClass(PlayerMobile pm, SkillName skill)
{
if (pm == null)
return 1.0;

return SkillRates[pm.Classe][skill];
}
}
}



An this is the skillcheck.cs in script\misc

using System;
using Server.Accounting;
using Server.Factions;
using Server.Mobiles;
using Server.Items;
using Server.Spells.SkillMasteries;

namespace Server.Misc
{
public class SkillCheck
{
private static bool m_StatGainDelayEnabled;
private static TimeSpan m_StatGainDelay;
private static bool m_PetStatGainDelayEnabled;
private static TimeSpan m_PetStatGainDelay;
private static bool AntiMacroCode;
private static double PlayerChanceToGainStats;
private static double PetChanceToGainStats;

public static bool GGSActive { get { return !Siege.SiegeShard; } }

public static void Configure()
{
m_StatGainDelayEnabled = Config.Get("PlayerCaps.EnablePlayerStatTimeDelay", false);
m_StatGainDelay = Config.Get("PlayerCaps.PlayerStatTimeDelay", TimeSpan.FromMinutes(15.0));
m_PetStatGainDelayEnabled = Config.Get("PlayerCaps.EnablePetStatTimeDelay", false);
m_PetStatGainDelay = Config.Get("PlayerCaps.PetStatTimeDelay", TimeSpan.FromMinutes(5.0));
AntiMacroCode = Config.Get("PlayerCaps.EnableAntiMacro", !Core.ML);
PlayerChanceToGainStats = Config.Get("PlayerCaps.PlayerChanceToGainStats", 5.0);
PetChanceToGainStats = Config.Get("PlayerCaps.PetChanceToGainStats", 5.0);

if (!m_StatGainDelayEnabled)
m_StatGainDelay = TimeSpan.FromSeconds(0.5);
if (!m_PetStatGainDelayEnabled)
m_PetStatGainDelay = TimeSpan.FromSeconds(0.5);
}

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 readonly 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
true, // Bushido = 52
true, //Ninjitsu = 53
true, // Spellweaving = 54
#region Stygian Abyss
true, // Mysticism = 55
true, // Imbuing = 56
false// Throwing = 57
#endregion
};

public static void Initialize()
{
Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler(XmlSpawnerSkillCheck.Mobile_SkillCheckLocation);
Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler(XmlSpawnerSkillCheck.Mobile_SkillCheckDirectLocation);

Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler(XmlSpawnerSkillCheck.Mobile_SkillCheckTarget);
Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler(XmlSpawnerSkillCheck.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;

//TODO: Is there any other place this can go?
if (skillName == SkillName.Fishing && Server.Multis.BaseGalleon.FindGalleonAt(from, from.Map) is Server.Multis.TokunoGalleon)
value += 1;

if (value < minSkill)
return false; // Too difficult
else if (value >= maxSkill)
return true; // No challenge

double chance = (value - minSkill) / (maxSkill - minSkill);

CrystalBallOfKnowledge.TellSkillDifficulty(from, skillName, chance);

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;

CrystalBallOfKnowledge.TellSkillDifficulty(from, skillName, chance);

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 : (Core.AOS ? 0.0 : 0.2));
gc /= 2;

gc *= skill.Info.GainFactor * SkillGrowthRates.GetGrowthRateByClass(from as PlayerMobile, skill.SkillName);

if (gc < 0.01)
gc = 0.01;

if (from is BaseCreature && ((BaseCreature)from).Controlled)
gc *= 2;

if (AllowGain(from, skill, amObj))
{
if (from.Alive && (gc >= Utility.RandomDouble() || skill.Base < 10.0 || CheckGGS(from, skill)))
{
Gain(from, skill);
if (from.SkillsTotal >= 4500 || skill.Base >= 80.0)
{
Account acc = from.Account as Account;
if (acc != null)
acc.RemoveYoungStatus(1019036);
}
}
}

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);

CrystalBallOfKnowledge.TellSkillDifficulty(from, skillName, chance);

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;

CrystalBallOfKnowledge.TellSkillDifficulty(from, skillName, chance);

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 (Core.AOS && Faction.InSkillLoss(from)) //Changed some time between the introduction of AoS and SE.
return false;
if (from is PlayerMobile)
{
#region SA
if (skill.Info.SkillID == (int)SkillName.Archery && from.Race == Race.Gargoyle)
return false;
else if (skill.Info.SkillID == (int)SkillName.Throwing && from.Race != Race.Gargoyle)
return false;
#endregion

if (AntiMacroCode && UseAntiMacro[skill.Info.SkillID])
return ((PlayerMobile)from).AntiMacroCheck(skill, obj);
}
return true;
}

public enum Stat
{
Str,
Dex,
Int
}

public static void Gain(Mobile from, Skill skill)
{
if (from.Region.IsPartOf<Regions.Jail>())
return;

if (from is BaseCreature && ((BaseCreature)from).IsDeadPet)
return;

if (skill.SkillName == SkillName.Focus && from is BaseCreature)
return;

if (skill.Base < skill.Cap && skill.Lock == SkillLock.Up)
{
int toGain = 1;
Skills skills = from.Skills;

if (from is PlayerMobile && Siege.SiegeShard)
{
int minsPerGain = Siege.MinutesPerGain(from, skill);

if (minsPerGain > 0)
{
if (Siege.CheckSkillGain((PlayerMobile)from, minsPerGain, skill))
{
if (from is PlayerMobile)
{
CheckReduceSkill((PlayerMobile)from, skills, toGain, skill);
}

if (skills.Total + toGain <= skills.Cap)
{
skill.BaseFixedPoint += toGain;
}
}

return;
}
}

if (skill.Base <= 10.0)
toGain = Utility.Random(4) + 1;

#region Mondain's Legacy
if (from is PlayerMobile && Server.Engines.Quests.QuestHelper.EnhancedSkill((PlayerMobile)from, skill))
{
toGain *= Utility.RandomMinMax(2, 4);
}
#endregion

#region Scroll of Alacrity
if (from is PlayerMobile && skill.SkillName == ((PlayerMobile)from).AcceleratedSkill && ((PlayerMobile)from).AcceleratedStart > DateTime.UtcNow)
{
((PlayerMobile)from).SendLocalizedMessage(1077956); // You are infused with intense energy. You are under the effects of an accelerated skillgain scroll.
toGain = Utility.RandomMinMax(2, 5);
}
#endregion

#region Skill Masteries
else if (from is BaseCreature && (((BaseCreature)from).Controlled || ((BaseCreature)from).Summoned))
{
Mobile master = ((BaseCreature)from).GetMaster();

if (master != null)
{
WhisperingSpell spell = SkillMasterySpell.GetSpell(master, typeof(WhisperingSpell)) as WhisperingSpell;

if (spell != null && master.InRange(from.Location, spell.PartyRange) && master.Map == from.Map && spell.EnhancedGainChance >= Utility.Random(100))
{
toGain = Utility.RandomMinMax(2, 5);
}
}
}
#endregion

if (from is PlayerMobile)
{
CheckReduceSkill((PlayerMobile)from, skills, toGain, skill);
}

if (!from.Player || (skills.Total + toGain) <= skills.Cap)
{
skill.BaseFixedPoint += toGain;

if(from is PlayerMobile)
UpdateGGS(from, skill);
}
}

#region Mondain's Legacy
if (from is PlayerMobile)
Server.Engines.Quests.QuestHelper.CheckSkill((PlayerMobile)from, skill);
#endregion

if (skill.Lock == SkillLock.Up && (!Siege.SiegeShard || !(from is PlayerMobile) || Siege.CanGainStat((PlayerMobile)from)))
{
SkillInfo info = skill.Info;

// Old gain mechanic
if (!Core.ML)
{
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);
}
else
{
TryStatGain(info, from);
}
}
}

private static void CheckReduceSkill(PlayerMobile pm, Skills skills, int toGain, Skill gainSKill)
{
if (skills.Total / skills.Cap >= Utility.RandomDouble())
{
for (int i = 0; i < skills.Length; ++i)
{
Skill toLower = skills;

if (toLower != gainSKill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain)
{
toLower.BaseFixedPoint -= toGain;
break;
}
}
}
}

public static void TryStatGain(SkillInfo info, Mobile from)
{
// Chance roll
double chance = 0.0;
if(from is BaseCreature && ((BaseCreature)from).Controlled)
chance = PetChanceToGainStats;
else
chance = PlayerChanceToGainStats;
if (Utility.RandomDouble() * 100.0 >= chance)
{
return;
}

// Selection
StatLockType primaryLock = StatLockType.Locked;
StatLockType secondaryLock = StatLockType.Locked;
switch (info.Primary)
{
case StatCode.Str: primaryLock = from.StrLock; break;
case StatCode.Dex: primaryLock = from.DexLock; break;
case StatCode.Int: primaryLock = from.IntLock; break;
}
switch (info.Secondary)
{
case StatCode.Str: secondaryLock = from.StrLock; break;
case StatCode.Dex: secondaryLock = from.DexLock; break;
case StatCode.Int: secondaryLock = from.IntLock; break;
}

// Gain
// Decision block of both are selected to gain
if(primaryLock == StatLockType.Up && secondaryLock == StatLockType.Up)
{
if (Utility.Random(4) == 0)
GainStat(from, (Stat)info.Secondary);
else
GainStat(from, (Stat)info.Primary);
}
else // Will not do anything if neither are selected to gain
{
if(primaryLock == StatLockType.Up)
GainStat(from, (Stat)info.Primary);
else if(secondaryLock == StatLockType.Up)
GainStat(from, (Stat)info.Secondary);
}
}

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).Controlled))
{
if (from.RawStatTotal >= from.StatCap)
return false;
}

switch ( stat )
{
case Stat.Str:
return (from.StrLock == StatLockType.Up && from.RawStr < from.StrCap);
case Stat.Dex:
return (from.DexLock == StatLockType.Up && from.RawDex < from.DexCap);
case Stat.Int:
return (from.IntLock == StatLockType.Up && from.RawInt < from.IntCap);
}

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;

if (Siege.SiegeShard && from is PlayerMobile)
{
Siege.IncreaseStat((PlayerMobile)from);
}
}
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;

if (Siege.SiegeShard && from is PlayerMobile)
{
Siege.IncreaseStat((PlayerMobile)from);
}
}
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;

if (Siege.SiegeShard && from is PlayerMobile)
{
Siege.IncreaseStat((PlayerMobile)from);
}
}
break;
}
}
}

public static void GainStat(Mobile from, Stat stat)
{
if (!CheckStatTimer(from, stat))
return;

bool atrophy = ((from.RawStatTotal / (double)from.StatCap) >= Utility.RandomDouble());

IncreaseStat(from, stat, atrophy);
}

public static bool CheckStatTimer(Mobile from, Stat stat)
{
switch (stat)
{
case Stat.Str:
{
if (from is BaseCreature && ((BaseCreature)from).Controlled)
{
if ((from.LastStrGain + m_PetStatGainDelay) >= DateTime.UtcNow)
return false;
}
else if ((from.LastStrGain + m_StatGainDelay) >= DateTime.UtcNow)
return false;

from.LastStrGain = DateTime.UtcNow;
break;
}
case Stat.Dex:
{
if (from is BaseCreature && ((BaseCreature)from).Controlled)
{
if ((from.LastDexGain + m_PetStatGainDelay) >= DateTime.UtcNow)
return false;
}
else if ((from.LastDexGain + m_StatGainDelay) >= DateTime.UtcNow)
return false;

from.LastDexGain = DateTime.UtcNow;
break;
}
case Stat.Int:
{
if (from is BaseCreature && ((BaseCreature)from).Controlled)
{
if ((from.LastIntGain + m_PetStatGainDelay) >= DateTime.UtcNow)
return false;
}
else if ((from.LastIntGain + m_StatGainDelay) >= DateTime.UtcNow)
return false;

from.LastIntGain = DateTime.UtcNow;
break;
}
}
return true;
}

private static bool CheckGGS(Mobile from, Skill skill)
{
if (!GGSActive)
return false;

if (from is PlayerMobile && skill.NextGGSGain < DateTime.UtcNow)
{
return true;
}

return false;
}

public static void UpdateGGS(Mobile from, Skill skill)
{
if (!GGSActive)
return;

int list = (int)Math.Min(GGSTable.Length - 1, skill.Base / 5);
int column = from.Skills.Total >= 7000 ? 2 : from.Skills.Total >= 3500 ? 1 : 0;

skill.NextGGSGain = DateTime.UtcNow + TimeSpan.FromMinutes(GGSTable



    • [column]);
      }

      private static int[][] GGSTable =
      {
      new int[] { 1, 3, 5 }, // 0.0 - 4.9
      new int[] { 4, 10, 18 },
      new int[] { 7, 17, 30 },
      new int[] { 9, 24, 44 },
      new int[] { 12, 31, 57 },
      new int[] { 14, 38, 90 },
      new int[] { 17, 45, 84 },
      new int[] { 20, 52, 96 },
      new int[] { 23, 60, 106 },
      new int[] { 25, 66, 120 },
      new int[] { 27, 72, 138 },
      new int[] { 33, 90, 162 },
      new int[] { 55, 150, 264 },
      new int[] { 78, 216, 390 },
      new int[] { 114, 294, 540 },
      new int[] { 144, 384, 708 },
      new int[] { 180, 492, 900 },
      new int[] { 228, 606, 1116 },
      new int[] { 276, 744, 1356 },
      new int[] { 336, 894, 1620 },
      new int[] { 396, 1056, 1920 },
      new int[] { 468, 1242, 2280 },
      new int[] { 540, 1440, 2580 },
      new int[] { 618, 1662, 3060 },
      };
      }
      }






    • In alternative, here, the rar with the 3 files
 

Attachments

  • Olam system.rar
    6.6 KB · Views: 14
Change it to see the number as a percentage rather than a whole number.

Line 595 of SkillGrowthRates.cs:

Code:
return SkillRates[pm.Classe][skill] / 100;
 
Keep in mind, this will not make it "Faster" when it's at 100. It will make it standard. Numbers below 100 will be slower than standard. If you want some classes to have "Faster" skill gain, you will need to use numbers higher than 100.
 

Active Shards

Donations

Total amount
$0.00
Goal
$1,000.00
Back