Dezzie
Member
I have a skills temple where players can take a generic skill scroll and increase their skill by 1 point to a maximum of 130. This is supposed to only work if the skill is already at 120. I have one xmlspawner for each skill named CAP SKILLNAME and one main spawner named SKILL AWARD ADD. When the player enters they get a gump and have to enter the skill name they wish to raise.
SKILL AWARD ADD spawner
IF/GETONTRIGMOB,skills.{GET,Skill Award GUMP,gumpstate}.base>129/4
SETONTRIGMOB/skills.{GET,Skill Award GUMP,gumpstate}.base/INC,1/skills.{GET,Skill Award GUMP,gumpstate}.cap/INC,1
SET,Skill Award GUMP/GumpState/null
TAKE/Generic Skill Scroll
SETONTRIGMOB/location/(3706,2095,5)/map/trammel
GOTO/6
SENDMSG/Alas you have achieved the greatest learning in this skill
SETONTRIGMOB/location/(3706,2095,5)/map/trammel
SET,Skill Award ADD/doreset/true
Nothing special in the properties for the spawner, other than it is a sequential spawn and triggerd on the player carrying a generic skill scroll.
CAP SKILLNAME Spawner - There is one spawner for every skill.
SETONTRIGMOB/skills.blacksmith.cap/{GETONTRIGMOB,skills.blacksmith.base}
The properties on this spawner are all standard and the playertriggerprop is set to skills.blacksmith.base>119.9
The issue is this:
Players with any value of skill can go in the temple with a scroll and raise their skill by one point. I want that not to happen, they must have a minimum of 119.9 in the skill before it will raise.
I have changed the playertriggerprop to skills.blacksmith.value>119.9 and it doesn't work either.
I tried inserting a line on the CAP SKILLNAME SPAWNER that says IF/GETONTRIGMOB,Skills.Blacksmith.Base>119.9
I tried inserting this in the first block
#CONDITION,GETONTRIGMOB,Skills.Blacksmith.Base>119.9
And none of it seems to work. Any suggestions?
SKILL AWARD ADD spawner
IF/GETONTRIGMOB,skills.{GET,Skill Award GUMP,gumpstate}.base>129/4
SETONTRIGMOB/skills.{GET,Skill Award GUMP,gumpstate}.base/INC,1/skills.{GET,Skill Award GUMP,gumpstate}.cap/INC,1
SET,Skill Award GUMP/GumpState/null
TAKE/Generic Skill Scroll
SETONTRIGMOB/location/(3706,2095,5)/map/trammel
GOTO/6
SENDMSG/Alas you have achieved the greatest learning in this skill
SETONTRIGMOB/location/(3706,2095,5)/map/trammel
SET,Skill Award ADD/doreset/true
Nothing special in the properties for the spawner, other than it is a sequential spawn and triggerd on the player carrying a generic skill scroll.
CAP SKILLNAME Spawner - There is one spawner for every skill.
SETONTRIGMOB/skills.blacksmith.cap/{GETONTRIGMOB,skills.blacksmith.base}
The properties on this spawner are all standard and the playertriggerprop is set to skills.blacksmith.base>119.9
The issue is this:
Players with any value of skill can go in the temple with a scroll and raise their skill by one point. I want that not to happen, they must have a minimum of 119.9 in the skill before it will raise.
I have changed the playertriggerprop to skills.blacksmith.value>119.9 and it doesn't work either.
I tried inserting a line on the CAP SKILLNAME SPAWNER that says IF/GETONTRIGMOB,Skills.Blacksmith.Base>119.9
I tried inserting this in the first block
#CONDITION,GETONTRIGMOB,Skills.Blacksmith.Base>119.9
And none of it seems to work. Any suggestions?