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  #1  
Old 05-06-2008, 07:15 PM
Asphixiate
Sarnak
 
Join Date: Jan 2008
Posts: 62
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Excellent explanation Bulle, thank you. If that is indeed true, skill caps are working, just not displaying properly, so I can deal with that.
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  #2  
Old 05-06-2008, 09:55 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
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Ya, skill caps all seem to work properly server side. They just don't display right. You can use the #showstats command to see your AC going up when you defense skills over cap.

One thing I figured I would mention is that in the source, it looks like there are settings for max skills. I don't know if that is just old code that isn't used anymore since the skills table is where it is supposed to be set now. But, if you look at the zone/maxskill.h file in the source, you can see code that seems to be setting the max skills:

Code:
int16 Mob::MaxSkill_weapon(int16 skillid, int16 class_, int16 level) const{
	if (skillid > HIGHEST_SKILL)
		return 0;
  int16 r_value = 0;
  switch(skillid) {
    case _1H_BLUNT:
    case _2H_BLUNT:
    case PIERCING:
    case HAND_TO_HAND:
    case _1H_SLASHING:
    case _2H_SLASHING:{
    switch (class_) {
        // Pure melee classes
        case WARRIOR: case WARRIORGM:{
              r_value = 5 + (level*5);
              if ( level < 51 && r_value > 200)
                  r_value = 200;
              if ( level > 50 && r_value > 250 )
                  r_value = 250;
                switch (skillid) {
                  case PIERCING:{
                    if ( r_value > 240 )
                      r_value = 240;
                    break;
                  }
                  case HAND_TO_HAND:{
                    if ( r_value > 100 )
                      r_value = 100;
                    break;
                  }
                  default: break;
                }
              break;
        }
If this code is still used, I wonder if it might conflict with the skills table information. That is my best guess if the issue isn't client side.
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  #3  
Old 05-07-2008, 02:47 AM
Bulle
Hill Giant
 
Join Date: Jan 2008
Posts: 102
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A quick grep showed this header file is not included in any other file anymore. Which means it is not used during compilation, ie everything in it is ignored in the current Emu. I guess it has been left there for reference purpose, or just because it has been forgotten. Or may be a dev is dearly attached to it and cannot get to the point of deleting it
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  #4  
Old 05-07-2008, 02:53 AM
Bulle
Hill Giant
 
Join Date: Jan 2008
Posts: 102
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Funny thing is : client.h also declares MaxSkill_weapon but it is used nowhere either. Probably some left-over code too.

The current method used for getting the max skill is (tada !) : MaxSkill

Code:
int16 Client::MaxSkill(SkillType skillid, int16 class_, int16 level) const {
	return(database.GetSkillCap(class_, skillid, level));
}
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