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  #1  
Old 05-25-2009, 10:14 PM
blackdragonsdg
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The stat caps are apparently calculated on both client and server side and I was never able to find the correct locations on server side to make the changes. I am guessing that I just over looked it and I have not had much time to spend on it lately. If I figure it out I will try to remember to post it here.

If you just want to increase your str, dex and sta caps you could do like I did and create a custom spell based off of the shaman focus and stamina lines. I used Talisman of the Dire Rk. III and Talisman of Persistence Rk. III as a base and just modded the stat cap increase to the desired level and decreased the other effects of the spell to zero, I also increased the duration of the spell so it would last for a long time. This is just a temporary and partial solution to the problem but it does work.
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Old 05-25-2009, 10:47 PM
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trevius
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One way that should work is to use "IncStats(type, increase_val)" to set the base stats to whatever you want. I played with it a bit and it seemed to work ok. But, you would need to use it in a quest script, though you could put it into the player.pl if you wanted so that all newly created characters started with the base stats that you want. To use it, you should be able to do something like this:

Code:
$client->IncStats(STR, 100);
I don't remember offhand if type is supposed to be a number or the name of the stat, but if you play around with it a bit, it shouldn't be too hard to figure it out. I think the way it works is by changing the base stats in the playerprofile. You have to zone for the changes to take effect.
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  #3  
Old 05-25-2009, 11:16 PM
blackdragonsdg
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Yes, that will work Trev and it can actually be done within the game world with #incstat 0 2 or #statinc 0 2 or something like that. Also in SoF I think that one could alter the starting stats table in SoFCharCreateData.h and achieve the same goal.
This still doesn't change the max value of a given stat that a character can reach with items. Right now it is at 430 even in SoF due to the missing aa tables in the emulator.

Altering the client_mods.cpp file so that you gain +10 to each stat at level up has no effect as there seems to be a redundant calculation some where else in the code.

I managed to gain a temporary stat cap increase by altering the aa's planar power and chaotic potential but as soon as the character zones it is reverted back to 430 due to that calculation I can't seem to find. Even changing the max level that is trainable in those aa's doesn't work as it just freezes the aa window.
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Old 05-25-2009, 11:46 PM
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trevius
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Yeah, there is no easy way to increase the max stats other than to rely on AAs. You should be able to easily adjust max stats for players that have the Planar Power AAs by editing the AA tables. Right now, it is set to give 5 to each stat per point you train in it, but you could set it to do 10 per train point or whatever you wanted.

The client enforces it's stats in most cases, so either you need to trick it from the server or you need to do work arounds with spells and such like you were doing. It is a limitation of the client. I am sure there are ways to trick the client to increase them in any way you want, but it wouldn't be pretty and it would require you to do some custom changes to the source code if you wanted it to be automatic.
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  #5  
Old 05-26-2009, 12:04 AM
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would be nice if Devs could figure out some custom (rule activated) code which would force client to allow higher (custom) default caps. Like cap of 1k before AAs, and then AAs could increse it another 1k =)
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  #6  
Old 05-26-2009, 03:11 AM
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The only way I know of to increase caps is through sending AA info or buffing with a spell. The only way we could have a custom way for them to be increased would probably be to send the client a fake AA saying that it gets stat increases. Since AA stuff can be done directly from the database, there isn't really a reason to code anything special for it. You can make a custom AA for stats in the DB and then just make it free for anyone to purchase at any level if you want to have higher stats. I haven't tried that, but it should work just fine.
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  #7  
Old 05-26-2009, 09:16 AM
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Trev- speaking of AAs

from what I know, 2 things can be done wihout any side effects:

-you can change cost of AA
-you can change required min level

however I have tried giving one of AA more ranks (something simple like +innate STR) - and it screwed my char =)

but you saying I can alter effect per AA Rank (I cannot give Innate STR more ranks, but I can give more STR per rank?)

Also, have you figured out anyway how to award AAs via quest wihout gving player AAXp but just giving him pure X number of AAs?
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