Raising speed of skillgain?
Raising speed of skillgain?
Hey, Im having some troubles with raising the skillgain speed. As I understand it if you have moved skills like alchemy to their own package its from there you raise the default points which will make you gain faster. Correct? I've done this and it seems to be working.
But how about combats and skills that have not been moved (like healing)? Is there somewhere to change these, or somewhere to globally change skillgain? Would really appreciate help since it's been a while since I did this and do not really remember the place to change everything. Im running this really old pol version, 093, so that might make things harder.
But how about combats and skills that have not been moved (like healing)? Is there somewhere to change these, or somewhere to globally change skillgain? Would really appreciate help since it's been a while since I did this and do not really remember the place to change everything. Im running this really old pol version, 093, so that might make things harder.
Did POL 093 have the CheckSkill syshook? If so, using it you could very easily handle the faster skillgain.
If it doesn't, I'd suggest you to replace your current CheckSkill function calls with an universal one, in which you'd do multiply the given skillpoints.
Read more of the syshook here: http://docs.polserver.com/pol097/script ... hookScript.
These are the methods I'd use, if I were to speed up skillgains.
If it doesn't, I'd suggest you to replace your current CheckSkill function calls with an universal one, in which you'd do multiply the given skillpoints.
Read more of the syshook here: http://docs.polserver.com/pol097/script ... hookScript.
These are the methods I'd use, if I were to speed up skillgains.
Yeah there are checkskill functions. But I dunno really what to change, there isnt really somewhere that looks like somewhere you can set stuffncrsn wrote:Did POL 093 have the CheckSkill syshook? If so, using it you could very easily handle the faster skillgain.
If it doesn't, I'd suggest you to replace your current CheckSkill function calls with an universal one, in which you'd do multiply the given skillpoints.
Read more of the syshook here: http://docs.polserver.com/pol097/script ... hookScript.
These are the methods I'd use, if I were to speed up skillgains.
Found this code in the skillpoints.inc. In the awardskillpoints function
Code: Select all
var global_multipliers := GetGlobalProperty( "SkillPointsMultiplier" );
if( len(global_multipliers) )
if( global_multipliers[skillid+1] )
if( Cint(global_multipliers[skillid+1]) = 9999 )
points := 0;
else
var mult := Cdbl( global_multipliers[skillid+1] );
points := Cint( points * mult );
endif
endif
endifI can only offer general comments, because the beauty of pol is also what makes it hard to help you. Everyone's scripts are probably different.
Unless you have re-written things, older cores and scripts you control skill gain through the CheckSkill function. Look for it in your scripts. Each script that wants to have skill gain uses it UNLESS you have written your own functions to handle skill gain. And a LOT of shards do just that - no idea if that includes ZH scripts which yours may be.
According to the documentation for pol095 the checkskill core function is:
CheckSkill(character, skillid, difficulty, points)
The 4th parameter is the one you want to play with - 'points'. I think you mention playing around with that. But you need to do it in every script, not just in one place.
You need to look at your scripts. Eg lumberjacking.src and figure out what line does the skillchecking. That line also says how many points to award towards the next actual gain in skill. Double what it has and test the results.
I know this seems vague and may be confusing. If you are using pol093 you are also in a situation where you are probably using a set of scripts from Zulu Hotel which as you probably know used a core that was never meant to be used - officially pol went from 092 to 094 and only those who have done ZH scripting will fully know how it does things. Since I am on pol097 I can only speculate about life in 093 land.
Unless you have re-written things, older cores and scripts you control skill gain through the CheckSkill function. Look for it in your scripts. Each script that wants to have skill gain uses it UNLESS you have written your own functions to handle skill gain. And a LOT of shards do just that - no idea if that includes ZH scripts which yours may be.
According to the documentation for pol095 the checkskill core function is:
CheckSkill(character, skillid, difficulty, points)
The 4th parameter is the one you want to play with - 'points'. I think you mention playing around with that. But you need to do it in every script, not just in one place.
You need to look at your scripts. Eg lumberjacking.src and figure out what line does the skillchecking. That line also says how many points to award towards the next actual gain in skill. Double what it has and test the results.
I know this seems vague and may be confusing. If you are using pol093 you are also in a situation where you are probably using a set of scripts from Zulu Hotel which as you probably know used a core that was never meant to be used - officially pol went from 092 to 094 and only those who have done ZH scripting will fully know how it does things. Since I am on pol097 I can only speculate about life in 093 land.
OldnGrey wrote:I can only offer general comments, because the beauty of pol is also what makes it hard to help you. Everyone's scripts are probably different.
Unless you have re-written things, older cores and scripts you control skill gain through the CheckSkill function. Look for it in your scripts. Each script that wants to have skill gain uses it UNLESS you have written your own functions to handle skill gain. And a LOT of shards do just that - no idea if that includes ZH scripts which yours may be.
According to the documentation for pol095 the checkskill core function is:
CheckSkill(character, skillid, difficulty, points)
The 4th parameter is the one you want to play with - 'points'. I think you mention playing around with that. But you need to do it in every script, not just in one place.
You need to look at your scripts. Eg lumberjacking.src and figure out what line does the skillchecking. That line also says how many points to award towards the next actual gain in skill. Double what it has and test the results.
I know this seems vague and may be confusing. If you are using pol093 you are also in a situation where you are probably using a set of scripts from Zulu Hotel which as you probably know used a core that was never meant to be used - officially pol went from 092 to 094 and only those who have done ZH scripting will fully know how it does things. Since I am on pol097 I can only speculate about life in 093 land.
Yeah, 093 is more than a bit confusing. I find 095 much more user friendly.
The only reference to points in the lumberjacking.src file is this:
Code: Select all
if( CheckSkill( character , SKILLID_LUMBERJACKING , -1 , DEFAULT_POINTS ) )
GetStuff( character , logamount , tool );
else
SendSysmessage( character , "You fail to find any usable wood." );
return 0;
endifHaha, you got no idea of how grateful I amCWO wrote:CheckSkill had no other use for the points parameter than to do skillgain as far as I've seen it. So the points parameter is exactly what you're looking for.
Well, many thanks and lets hope I solve this tonight.
Just another question. How about them combats, since they have no scripts of their own. Could it be so bad that they go through the core and not use the checkskill function?CWO wrote:CheckSkill had no other use for the points parameter than to do skillgain as far as I've seen it. So the points parameter is exactly what you're looking for.