Please help, skills that set to be lowered are not dropping. skill cap freezes at 699


using System;
using Server;
using Server.Mobiles;
using Server.Factions;

namespace Server.Misc
{
public class SkillCheck
{
private static readonly bool AntiMacroCode = false; //Change this to false to disable anti-macro code

public static TimeSpan AntiMacroExpire = TimeSpan.FromMinutes( 0.01 ); //How long do we remember targets/locations?
public const int Allowance = 3; //How many times may we use the same location/target for gain
private const int LocationSize = 1; //The size of eeach location, make this smaller so players dont have to move as far
private static bool[] UseAntiMacro = new bool[]
{
// true if this skill uses the anti-macro code, false if it does not
false,// Alchemy = 0,
true,// Anatomy = 1,
true,// AnimalLore = 2,
true,// ItemID = 3,
true,// ArmsLore = 4,
false,// Parry = 5,
true,// Begging = 6,
false,// Blacksmith = 7,
false,// Fletching = 8,
true,// Peacemaking = 9,
true,// Camping = 10,
false,// Carpentry = 11,
false,// Cartography = 12,
false,// Cooking = 13,
true,// DetectHidden = 14,
true,// Discordance = 15,
true,// EvalInt = 16,
true,// Healing = 17,
true,// Fishing = 18,
true,// Forensics = 19,
true,// Herding = 20,
true,// Hiding = 21,
true,// Provocation = 22,
false,// Inscribe = 23,
true,// Lockpicking = 24,
true,// Magery = 25,
true,// MagicResist = 26,
false,// Tactics = 27,
true,// Snooping = 28,
true,// Musicianship = 29,
true,// Poisoning = 30,
false,// Archery = 31,
true,// SpiritSpeak = 32,
true,// Stealing = 33,
false,// Tailoring = 34,
true,// AnimalTaming = 35,
true,// TasteID = 36,
false,// Tinkering = 37,
true,// Tracking = 38,
true,// Veterinary = 39,
false,// Swords = 40,
false,// Macing = 41,
false,// Fencing = 42,
false,// Wrestling = 43,
true,// Lumberjacking = 44,
true,// Mining = 45,
true,// Meditation = 46,
true,// Stealth = 47,
true,// RemoveTrap = 48,
true,// Necromancy = 49,
false,// Focus = 50,
true,// Chivalry = 51
true,// Bushido = 52
true,//Ninjitsu = 53
true // Spellweaving
};

public static void Initialize()
{
Mobile.SkillCheckLocationHandler = new SkillCheckLocationHandler( Mobile_SkillCheckLocation );
Mobile.SkillCheckDirectLocationHandler = new SkillCheckDirectLocationHandler( Mobile_SkillCheckDirectLocation );

Mobile.SkillCheckTargetHandler = new SkillCheckTargetHandler( Mobile_SkillCheckTarget );
Mobile.SkillCheckDirectTargetHandler = new SkillCheckDirectTargetHandler( Mobile_SkillCheckDirectTarget );
}

public static bool Mobile_SkillCheckLocation( Mobile from, SkillName skillName, double minSkill, double maxSkill )
{
Skill skill = from.Skills[skillName];

if ( skill == null )
return false;

double value = skill.Value;

if ( value < minSkill )
return false; // Too difficult
else if ( value >= maxSkill )
return true; // No challenge

double chance = (value - minSkill) / (maxSkill - minSkill);

Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
return CheckSkill( from, skill, loc, chance );
}

public static bool Mobile_SkillCheckDirectLocation( Mobile from, SkillName skillName, double chance )
{
Skill skill = from.Skills[skillName];

if ( skill == null )
return false;

if ( chance < 0.0 )
return false; // Too difficult
else if ( chance >= 1.0 )
return true; // No challenge

Point2D loc = new Point2D( from.Location.X / LocationSize, from.Location.Y / LocationSize );
return CheckSkill( from, skill, loc, chance );
}

public static bool CheckSkill( Mobile from, Skill skill, object amObj, double chance )
{
if ( from.Skills.Cap == 0 )
return false;

bool success = ( chance >= Utility.RandomDouble() );
double gc = (double)(from.Skills.Cap - from.Skills.Total) / from.Skills.Cap;
gc += ( skill.Cap - skill.Base ) / skill.Cap;
gc /= 2;

gc += ( 1.0 - chance ) * ( success ? 0.5 : (Core.AOS ? 0.0 : 0.2) );
gc /= 2;

gc *= skill.Info.GainFactor;

if ( gc < 1.0 )
gc = 1.0;

if ( from is BaseCreature && ((BaseCreature)from).Controlled )
gc *= 2;

if ( from.Alive && ( ( gc >= Utility.RandomDouble() && AllowGain( from, skill, amObj ) ) || skill.Base < 10.0 ) )
Gain( from, skill );

return success;
}

public static bool Mobile_SkillCheckTarget( Mobile from, SkillName skillName, object target, double minSkill, double maxSkill )
{
Skill skill = from.Skills[skillName];

if ( skill == null )
return false;

double value = skill.Value;

if ( value < minSkill )
return false; // Too difficult
else if ( value >= maxSkill )
return true; // No challenge

double chance = (value - minSkill) / (maxSkill - minSkill);

return CheckSkill( from, skill, target, chance );
}

public static bool Mobile_SkillCheckDirectTarget( Mobile from, SkillName skillName, object target, double chance )
{
Skill skill = from.Skills[skillName];

if ( skill == null )
return false;

if ( chance < 0.0 )
return false; // Too difficult
else if ( chance >= 1.0 )
return true; // No challenge

return CheckSkill( from, skill, target, chance );
}

private static bool AllowGain( Mobile from, Skill skill, object obj )
{
if ( Core.AOS && Faction.InSkillLoss( from ) ) //Changed some time between the introduction of AoS and SE.
return false;

if ( AntiMacroCode && from is PlayerMobile && UseAntiMacro[skill.Info.SkillID] )
return ((PlayerMobile)from).AntiMacroCheck( skill, obj );
else
return true;
}

public enum Stat { Str, Dex, Int }

public static void Gain( Mobile from, Skill skill )
{
if ( from.Region.IsPartOf( typeof( Regions.Jail ) ) )
return;

if ( from is BaseCreature && ((BaseCreature)from).IsDeadPet )
return;

if ( skill.SkillName == SkillName.Focus && from is BaseCreature )
return;

if ( skill.Base < skill.Cap && skill.Lock == SkillLock.Up )
{
int toGain = Utility.RandomMinMax(2, 5);

if ( skill.Base <= 10.0 )
toGain = Utility.RandomMinMax(2, 5);

Skills skills = from.Skills;

if ( from.Player && ( skills.Total / skills.Cap ) >= Utility.RandomDouble() )//( skills.Total >= skills.Cap )
{
for ( int i = 0; i < skills.Length; ++i )
{
Skill toLower = skills;

if ( toLower != skill && toLower.Lock == SkillLock.Down && toLower.BaseFixedPoint >= toGain )
{
toLower.BaseFixedPoint -= toGain;
break;
}
}
}

#region Scroll of Alacrity
PlayerMobile pm = from as PlayerMobile;

if ( pm != null && skill.SkillName == pm.AcceleratedSkill && pm.AcceleratedStart > DateTime.UtcNow )
toGain *= Utility.RandomMinMax(2, 5);
#endregion

if ( !from.Player || (skills.Total + toGain) <= skills.Cap )
{
skill.BaseFixedPoint += toGain;
}
}

if ( skill.Lock == SkillLock.Up )
{
SkillInfo info = skill.Info;

if ( from.StrLock == StatLockType.Up && (info.StrGain / 33.3) > Utility.RandomDouble() )
GainStat( from, Stat.Str );
else if ( from.DexLock == StatLockType.Up && (info.DexGain / 33.3) > Utility.RandomDouble() )
GainStat( from, Stat.Dex );
else if ( from.IntLock == StatLockType.Up && (info.IntGain / 33.3) > Utility.RandomDouble() )
GainStat( from, Stat.Int );
}
}

public static bool CanLower( Mobile from, Stat stat )
{
switch ( stat )
{
case Stat.Str: return ( from.StrLock == StatLockType.Down && from.RawStr > 10 );
case Stat.Dex: return ( from.DexLock == StatLockType.Down && from.RawDex > 10 );
case Stat.Int: return ( from.IntLock == StatLockType.Down && from.RawInt > 10 );
}

return false;
}

public static bool CanRaise( Mobile from, Stat stat )
{
if ( !(from is BaseCreature && ((BaseCreature)from).Controlled) )
{
if ( from.RawStatTotal >= from.StatCap )
return false;
}

switch ( stat )
{
case Stat.Str: return ( from.StrLock == StatLockType.Up && from.RawStr < 125 );
case Stat.Dex: return ( from.DexLock == StatLockType.Up && from.RawDex < 125 );
case Stat.Int: return ( from.IntLock == StatLockType.Up && from.RawInt < 125 );
}

return false;
}

public static void IncreaseStat( Mobile from, Stat stat, bool atrophy )
{
atrophy = atrophy || (from.RawStatTotal >= from.StatCap);

switch ( stat )
{
case Stat.Str:
{
if ( atrophy )
{
if ( CanLower( from, Stat.Dex ) && (from.RawDex < from.RawInt || !CanLower( from, Stat.Int )) )
--from.RawDex;
else if ( CanLower( from, Stat.Int ) )
--from.RawInt;
}

if ( CanRaise( from, Stat.Str ) )
++from.RawStr;

break;
}
case Stat.Dex:
{
if ( atrophy )
{
if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawInt || !CanLower( from, Stat.Int )) )
--from.RawStr;
else if ( CanLower( from, Stat.Int ) )
--from.RawInt;
}

if ( CanRaise( from, Stat.Dex ) )
++from.RawDex;

break;
}
case Stat.Int:
{
if ( atrophy )
{
if ( CanLower( from, Stat.Str ) && (from.RawStr < from.RawDex || !CanLower( from, Stat.Dex )) )
--from.RawStr;
else if ( CanLower( from, Stat.Dex ) )
--from.RawDex;
}

if ( CanRaise( from, Stat.Int ) )
++from.RawInt;

break;
}
}
}

private static TimeSpan m_StatGainDelay = TimeSpan.FromMinutes( ( Core.ML ) ? 0.05 : 15 );
private static TimeSpan m_PetStatGainDelay = TimeSpan.FromMinutes( 5.0 );

public static void GainStat( Mobile from, Stat stat )
{
switch( stat )
{
case Stat.Str:
{
if ( from is BaseCreature && ((BaseCreature)from).Controlled ) {
if ( (from.LastStrGain + m_PetStatGainDelay) >= DateTime.UtcNow )
return;
}
else if( (from.LastStrGain + m_StatGainDelay) >= DateTime.UtcNow )
return;

from.LastStrGain = DateTime.UtcNow;
break;
}
case Stat.Dex:
{
if ( from is BaseCreature && ((BaseCreature)from).Controlled ) {
if ( (from.LastDexGain + m_PetStatGainDelay) >= DateTime.UtcNow )
return;
}
else if( (from.LastDexGain + m_StatGainDelay) >= DateTime.UtcNow )
return;

from.LastDexGain = DateTime.UtcNow;
break;
}
case Stat.Int:
{
if ( from is BaseCreature && ((BaseCreature)from).Controlled ) {
if ( (from.LastIntGain + m_PetStatGainDelay) >= DateTime.UtcNow )
return;
}

else if( (from.LastIntGain + m_StatGainDelay) >= DateTime.UtcNow )
return;

from.LastIntGain = DateTime.UtcNow;
break;
}
}

bool atrophy = ( (from.RawStatTotal / (double)from.StatCap) >= Utility.RandomDouble() );

IncreaseStat( from, stat, atrophy );
}
}
}
 
BTW im using a setskillcap script to keep skills going over 100.0 this is what it looks like


using System;
using Server;



namespace Felladrin.Automations

{

public static class SetSkillCap

{

public static class Config

{

public static bool Enabled = true; // Is this system enabled?

public static int IndividualSkillCap = 100; // Cap for each skill. Default: 100.

public static int TotalSkillCap = 700; // Cap for the sum of all skills. Default: 700.

public static bool OverrideExistingValues = true; // Set to False to prevent a player's cap from being reset

// in the event that skill cap is set to 100 and player uses

// Powerscroll to raise cap to 120, so the skill cap won't be

// reset to 100 on login.

}



public static void Initialize()

{

if (Config.Enabled)

{

Config.IndividualSkillCap *= 10;

Config.TotalSkillCap *= 10;

EventSink.Login += OnLogin;

}

}



static void OnLogin(LoginEventArgs args)

{

var m = args.Mobile;



if (m.AccessLevel > AccessLevel.Player)

return;



var skills = m.Skills;



for (int i = 0; i < skills.Length; i++)

{

if (skills.CapFixedPoint != Config.IndividualSkillCap && Config.OverrideExistingValues)

skills.CapFixedPoint = Config.IndividualSkillCap;



skills.BaseFixedPoint = Math.Min(skills.BaseFixedPoint, skills.CapFixedPoint);

}



m.SkillsCap = Config.TotalSkillCap;



for (int j = 0; (m.SkillsTotal > m.SkillsCap) && (j < skills.Length); j++)

{

double diff = ((m.SkillsTotal - m.SkillsCap) / 10) + 1;



if (skills[SkillName.Focus].Base > 0)

{

skills[SkillName.Focus].Base = Math.Max(skills[SkillName.Focus].Base - diff, 0);

continue;

}



if (skills[SkillName.Meditation].Base > 0)

{

skills[SkillName.Meditation].Base = Math.Max(skills[SkillName.Meditation].Base - diff, 0);

continue;

}



int lowestSkillId = -1;

double lowestSkillBase = Config.IndividualSkillCap;



for (int i = 0; i < skills.Length; i++)

{

if (skills.Base > 0 && skills.Base < lowestSkillBase)

{

lowestSkillId = Math.Max(lowestSkillId, i);

lowestSkillBase = skills.Base;

}

}



if (lowestSkillId == -1)

break;



skills[lowestSkillId].Base = Math.Max(skills[lowestSkillId].Base - diff, 0);

}

}

}

}
 
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