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  #12  
Old 09-22-2015, 12:13 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

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.
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