GM Skill Training has no Cost
Currently, when someone trains a skill at their class GM, it shows on the client that it is subtracting the amount of coin that it is supposed to, but when you zone, the coin reappears in your inventory. It looks like the problem is that we don't do any coin removal in the code for GM training here:
client_process.cpp Code:
void Client::OPGMTrainSkill(const EQApplicationPacket *app) If anyone has suggestions or other info on this, feel free to post it :) |
Looks like this is where merchants take money for buying items, so some of the code should be usable for GM Trainers once the formula for prices on skills is figured out.
client_packet.cpp Code:
void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app) |
Well, unfortunately, it looks like they don't set skill costs with any type of formula as far as I can tell. So, I think we have to just get each one manually. I started a list and have the first 100 done. Only 300 more to go lol :P
Code:
Skill - Cost in Copper Pieces |
With the numbers you've posted,
price = 0.001169 (level ^ 3.4) - 44.17 is very close for level >= 10, error at level 100 is 0.57%, which is 42 coppers. Give me the other values and I'll give you a better formula. The above formula may not work for higher levels, but it's almost certainly a polynomial curve. |
Typo:
The formula I posted is good for level >= 31. I would think that by PC level 5 the chances are that the char would have at least 2pp, so the insignigicant error for higher levels wouldn't matter. Use a lookup tables for the lower levels (where my formula fails spectacularly). I'll put more than 5 minutes into it later today. |
Whatever the formula is (if there is one), it starts at 15, so you would probably do (skill level - 14) before doing any other math to it.
I think a close formula would be good enough as long as it doesn't ever exceed the actual cost that the client sees. If it ever costs more than what the client sees, it could potentially cause issues. At the very least, people might not understand why they are unable to buy a skill that they believe they have enough to pay for. I will edit in the rest of the number up to 400 when I get time. It is boring work, but shouldn't take more than an hour or 2 I think. Though, once I have all of the numbers, we could probably just use them so that they are 100% accurate instead of a formula that is close to accurate. |
bump bump.....
Whats the word? |
umm i was prety sure you CANNOT train anything past 100
at least that what GM would normaly tell you - your skill is allreday at master this is how i remeber it from LIVE and logicly this is how it should be |
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