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Old 03-03-2005, 06:24 AM
Wiz
Dragon
 
Join Date: Feb 2002
Posts: 583
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Here you go, mostly accurate up to PoP table, also table of racial skills.

http://www.wintersroar.com/files/caps.zip

Function for it here:

Code:
int8 Database::GetSkillCap(int8 skillid, int8 in_class, int16 in_level)
{
	int8 skill_level = 0, skill_formula = 0;
	int16 base_cap = 0, skill_cap = 0, skill_cap2 = 0, skill_cap3 = 0;
	char errbuf[MYSQL_ERRMSG_SIZE];
	char *query = 0;
	int32	affected_rows = 0;
	MYSQL_RES *result;
	MYSQL_ROW row;
	//Fetch the data from DB.
	if (RunQuery(query, MakeAnyLenString(&query, "SELECT level, formula, pre50cap, post50cap, post60cap from skillcaps where skill = %i && class = %i", skillid, in_class), errbuf, &result, &affected_rows))
	{
		if (affected_rows != 0)
		{
			row = mysql_fetch_row(result);
			skill_level = atoi(row[0]);
			skill_formula = atoi(row[1]);
			skill_cap = atoi(row[2]);
			if (atoi(row[3]) > skill_cap)
				skill_cap2 = (atoi(row[3])-skill_cap)/10; //Split the post-50 skill cap into difference between pre-50 cap and post-50 cap / 10 to determine amount of points per level.
			skill_cap3 = atoi(row[4]);
		}
		delete[] query;
		mysql_free_result(result);
	}

	if (skill_cap == 0) //Can't train this skill at all.
		return 255; //Untrainable

	if (in_level < skill_level)
		return 254; //Untrained

	//Determine pre-51 level-based cap
	if (skill_formula > 0)
		base_cap = in_level*skill_formula+skill_formula;
	if (base_cap > skill_cap || skill_formula == 0)
		base_cap = skill_cap;
	//If post 50, add post 50 cap to base cap.
	if (in_level > 50 && skill_cap2 > 0)
		base_cap += skill_cap2*(in_level-50);
	//No cap should ever go above its post50cap
	if (skill_cap3 > 0 && base_cap > skill_cap3)
		base_cap = skill_cap3;
	//Base cap is now the max value at the person's level, return it!
	return base_cap;
}
Just assign pp.skills to 254/255 selected from this when a character is created, and 0 to anything that isn't 254 or 255 (asides from the 5 in a melee skill).

Last edited by Wiz; 03-03-2005 at 02:29 PM..
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