Yeah, that was my thought, too. If skillups are too inconvenient for your server's philosophy, may as well max 'em at level up.
zone/exp.cpp - Client::SetLevel() - Line ~604
Code:
...
Log.Out(Logs::General, Logs::Normal, "Setting Level for %s to %i", GetName(), set_level);
CalcBonuses();
// Set all skills to max:
for (uint32 i = 0; i <= HIGHEST_SKILL; ++i) {
// Skip specialized, tradeskills (fishing excluded), Alcohol Tolerance, and Bind Wound
if (EQEmu::IsSpecializedSkill((SkillUseTypes)i) ||
(EQEmu::IsTradeskill((SkillUseTypes)i) && i != SkillFishing) ||
i == SkillAlcoholTolerance || i == SkillBindWound)
continue;
pp->skills[i] = database.GetSkillCap(pp->class_, (SkillUseTypes)i, 1);
}
if(!RuleB(Character, HealOnLevel)) {
int mhp = CalcMaxHP();
...
Note: Untested. Just found the appropriate places in the code to copy/paste from and to.