Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- [DEFNAME EXPERIENCE_SYSTEM]
- EXP_LEVELSTART_VeryWeak {0 1}
- EXP_LEVELSTART_Weak {0 3}
- EXP_LEVELSTART_Mediocre {3 6}
- EXP_LEVELSTART_Average {5 15}
- EXP_LEVELSTART_AboveAverage {15 25}
- EXP_LEVELSTART_Good {20 30}
- EXP_LEVELSTART_VeryGood {25 35}
- EXP_LEVELSTART_Strong {30 40}
- EXP_LEVELSTART_VeryStrong {35 45}
- EXP_LEVELSTART_Extraordinary {45 55}
- EXP_LEVELSTART_Indomitable {60 80}
- EXP_LEVELSTART_Epic {75 100}
- EXP_LEVELSTART_Godlike {100 150}
- // #########################################################
- // New Commands
- // This should be a Player command
- [FUNCTION Level]
- MESSAGE [Level <EVAL(<TAG.CurLevel>)>, Exp <EVAL(<TAG.Experience>)>]
- // This should NOT be a Player command - up to you
- [FUNCTION xLevel]
- TARGET
- MESSAGE [Level <EVAL(<TARG.TAG.CurLevel>)>, Exp <EVAL(<TARG.TAG.Experience>)>]
- // #########################################################
- // Experience Modifiers
- [ITEMDEF i_dbl_exp]
- DEFNAME=i_dbl_exp
- ID=i_handr_1
- NAME=DBL EXP
- TYPE=t_EQ_script
- WEIGHT=0
- LAYER=layer_special
- ON=@CREATE
- TIMER=3600
- ON=@TIMER
- CONT.SYSMESSAGE Your double experience time is over.
- CONT.TAG.DEXP 0
- REMOVE
- [FUNCTION f_InitializeLevel]
- TAG.CurLevel=<eval(EXP_LEVELSTART_<args>)>
- // #########################################################
- // Resurrection Manager
- [ITEMDEF i_ResurrectManager]
- DEFNAME=i_ResurrectManager
- ID=i_handr_1
- NAME=RES YES NO
- TYPE=t_EQ_script
- LAYER=layer_special
- ON=@CREATE
- ATTR=attr_decay
- ON=@EQUIP
- TIMER=5
- ON=@TIMER
- CONT.MENU m_resurrect_yesno
- REMOVE
- [TYPEDEF t_res_yesno]
- ON=@DCLICK
- IF (<SRC.UID>=<LINK>)
- MENU m_resurrect_yesno
- ELSE
- SRC.SYSMESSAGE This is not your corpse!
- ENDIF
- [MENU m_resurrect_yesno]
- Do you wish to resurrect? Only Level 10+ players are penalized for this
- ON=0 Yes, I do!
- SRC.RESURRECT
- SRC.NEWITEM=i_temp_safe
- SRC.ACT.ATTR=attr_decay
- SRC.ACT.EQUIP
- IF (<EVAL <SRC.TAG.CurLevel>> > 29)
- SRC.TAG.CurLevel=<EVAL(<SRC.TAG.CurLevel>-3)>
- ELSEIF (<EVAL <SRC.TAG.CurLevel>> > 19)
- SRC.TAG.CurLevel=<EVAL(<SRC.TAG.CurLevel>-2)>
- ELSEIF (<EVAL <SRC.TAG.CurLevel>> > 9)
- SRC.TAG.CurLevel=<EVAL(<SRC.TAG.CurLevel>-1)>
- ENDIF
- ON=0 No, I do not!
- SRC.SYSMESSAGE You have chosen not to resurrect
- [ITEMDEF i_temp_safe]
- DEFNAME=i_temp_safe
- ID=i_handr_1
- NAME=TEMP SAFE
- LAYER=layer_special
- TYPE=t_EQ_script
- ON=@CREATE
- ATTR=ATTR_DECAY
- ON=@EQUIP
- CONT.INVUL
- CONT.SYSMESSAGE You are safe for 15 seconds
- TIMER=15
- ON=@TIMER
- CONT.SYSMESSAGE You feel as if you are no longer safe
- CONT.INVUL
- REMOVE
- // #########################################################
- // Award Experience
- [FUNCTION f_memory_loop]
- VAR.call_fun = <args>
- f_memory_loop_rec 0
- [FUNCTION f_memory_loop_rec]
- if ( <findcont(<args>).uid> == 0 )
- return 0 // stop
- endif
- if ( <findcont(<args>).baseid> == i_memory )
- TRY <VAR.call_fun> <findcont(<args>).uid> // call the function
- endif
- f_memory_loop_rec <eval (<args>+1)>
- [FUNCTION f_memory_AwardFoes]
- // if !( <UID.<args>.COLOR> & memory_fight )
- // if !( <UID.<args>.COLOR> & memory_WAR_TARG )
- // if !( <UID.<args>.COLOR> & memory_HARMEDBY )
- if !( <UID.<args>.COLOR> & memory_fight )
- return 0
- endif
- TRY UID.<args>.LINK.NEWITEM=i_Experience_KillAward
- TRY UID.<args>.LINK.ACT.MOREY=1
- TRY UID.<args>.LINK.ACT.ATTR=attr_decay
- TRY UID.<args>.LINK.ACT.TAG.CurLevel=<TAG.CurLevel>
- TRY UID.<args>.LINK.ACT.TAG.Name=<NAME>
- TRY UID.<args>.LINK.ACT.TAG.Type=<TYPE>
- TRY UID.<args>.LINK.ACT.CONT = <UID.<args>.LINK.UID> // place in their backpack
- [EVENTS e_Experience_KillAward]
- ON=@DEATH
- // Give player chance to resurrect with penalties
- NEWITEM=i_ResurrectManager
- ACT.EQUIP
- // Attach Award Item to Victor
- f_memory_loop f_memory_AwardFoes
- [ITEMDEF i_Experience_KillAward]
- DEFNAME=i_Experience_KillAward
- NAME=ExpKill Award
- ID=i_handr_1
- WEIGHT=0
- LAYER=30
- TYPE=T_EQ_SCRIPT
- ON=@CREATE
- TIMER=1
- ON=@TIMER
- VAR.X=
- IF <CONT.TAG.CurLevel> > (<eval(<TAG.CurLevel>)> + 10)
- CONT.SYSMESSAGE You cannot gain any more experience from that creature
- REMOVE
- RETURN 0
- ENDIF
- // Calculate actual experience award
- VAR.X=<EVAL(<TAG.CurLevel>)> * 10
- IF <CONT.TAG.DEXP>
- VAR.X=<eval(<VAR.X> * 2)>
- ENDIF
- // Accelerate award based on level
- IF <CONT.TAG.CurLevel> < 02 // 02 = 2
- VAR.X=<VAR.X> * 0fa // 0fa = 250
- ELSEIF <CONT.TAG.CurLevel> < 05 // 05 = 5
- VAR.X=<VAR.X> * 064 // 064 = 100
- ELSEIF <CONT.TAG.CurLevel> < 0a // 0a = 10
- VAR.X=<VAR.X> * 028 // 028 = 40
- ELSEIF <CONT.TAG.CurLevel> < 0f // 0f = 15
- VAR.X=<VAR.X> * 0f // 0f = 15
- ELSEIF <CONT.TAG.CurLevel> < 014 // 014 = 20
- VAR.X=<VAR.X> * 02 // 028 = 2
- ENDIF
- IF (<CONT.TAG.CurLevel> > <TAG.CurLevel>)
- VAR.X=<EVAL(<VAR.X>+ -((<CONT.TAG.CurLevel>+ -<TAG.CurLevel>) * 10))>
- ENDIF
- CONT.SAY The defeat of <TAG.Name> earned you <eval(<VAR.X>)> experience
- // CONT.SYSMESSAGE The defeat of <TAG.Name> earned you <eval(<VAR.X>)> experience
- CONT.TAG.EXPERIENCE=<CONT.TAG.EXPERIENCE> + <VAR.X>
- CONT.f_ManageLevel
- REMOVE
- [FUNCTION f_ManageLevel]
- IF (<eval(<TAG.EXPERIENCE>)> < 299999)
- RETURN 0
- ENDIF
- TAG.CurLevel=<TAG.CurLevel> + 1
- TAG.EXPERIENCE=<eval(<TAG.EXPERIENCE>)>+ -299999
- // Recurse until they have truly leveled
- IF (<eval(<TAG.EXPERIENCE>)> > 299999)
- f_ManageLevel
- RETURN 0
- ENDIF
- // reset skill cap modifiers
- f_SetSkill_CapFactor
- IF ! <TAG.Polymorph>
- f_Class_SoftcapAll
- f_Race_SoftcapAll
- ENDIF
- // Brag to the world
- SERV.ALLCLIENTS SOUND 0fe
- SERV.ALLCLIENTS SYSMESSAGE <NAME> <TITLE> has achieved level <eval(<TAG.CurLevel>)>!
- // ################################################################################
- ########
- // Calculate Cap Factor Driving Caps by Level
- [FUNCTION f_SetSkill_CapFactor]
- // Treat L9 or below as if they were L10
- VAR.x=<SRC.TAG.CurLevel>
- IF <eval(<VAR.x>)> < 10
- VAR.x=10
- ENDIF
- // Calculate Cap Factor for this level
- // Factor Kernal is taken from Level 50 Spreadsheet
- // At L50 they are permitted to max out their skills to whatever is specified in the DEFs
- IF <EVAL(<VAR.x>)> < 10
- SRC.TAG.SkillCapFactor=<eval(10+(<eval(<VAR.x>)>*2))>
- ELSEIF <EVAL(<VAR.x>)> < 20
- SRC.TAG.SkillCapFactor=<eval(30+((<eval(<VAR.x>)>-10)*3))>
- ELSEIF <EVAL(<VAR.x>)> < 30
- SRC.TAG.SkillCapFactor=<eval(60+((<eval(<VAR.x>)>-20)*1))>
- ELSEIF <EVAL(<VAR.x>)> < 40
- SRC.TAG.SkillCapFactor=<eval(70+((<eval(<VAR.x>)>-30)*2))>
- ELSEIF <EVAL(<VAR.x>)> < 50
- SRC.TAG.SkillCapFactor=<eval(90+((<eval(<VAR.x>)>-40)*1))>
- ELSE
- SRC.TAG.SkillCapFactor=100
- ENDIF
- // ################################################################################
- ########
- // Set Skill Softcaps for Race & Class
- // Always run this BEFORE the Race version
- [FUNCTION f_Class_SoftcapAll]
- IF <BRAIN>
- // Only players are capped like this
- // NPCs always have Max Caps for Race
- RETURN 0
- ENDIF
- IF <STR> > <eval(CLASS_STRMAX_<TAG.ClassName>)>
- STR=<eval(CLASS_STRMAX_<TAG.ClassName>)>
- ENDIF
- IF <DEX> > <eval(CLASS_DEXMAX_<TAG.ClassName>)>
- DEX=<eval(CLASS_DEXMAX_<TAG.ClassName>)>
- ENDIF
- IF <INT> > <eval(CLASS_INTMAX_<TAG.ClassName>)>
- INT=<eval(CLASS_INTMAX_<TAG.ClassName>)>
- ENDIF
- // IF <SRC.Alchemy> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Alchemy) ) / 100 )>
- // SRC.Alchemy=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Alchemy) ) / 100 )>
- IF <eval(<SRC.Alchemy>)> > <eval( ( <eval(<SRC.TAG.SkillCapFactor>)> * <eval(CLASS_SKILLMAX_<SRC.TAG.ClassName>_Alchemy)> ) / 100 )>
- SRC.Alchemy=<eval( ( <eval(<SRC.TAG.SkillCapFactor>)> * <eval(CLASS_SKILLMAX_<SRC.TAG.ClassName>_Alchemy)> ) / 100 )>
- ENDIF
- IF <SRC.Anatomy> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Anatomy) ) / 100 )>
- SRC.Anatomy=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Anatomy) ) / 100 )>
- ENDIF
- IF <SRC.AnimalLore> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_AnimalLore) ) / 100 )>
- SRC.AnimalLore=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_AnimalLore) ) / 100 )>
- ENDIF
- IF <SRC.Archery> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Archery) ) / 100 )>
- SRC.Archery=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Archery) ) / 100 )>
- ENDIF
- IF <SRC.ArmsLore> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_ArmsLore) ) / 100 )>
- SRC.ArmsLore=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_ArmsLore) ) / 100 )>
- ENDIF
- IF <SRC.Begging> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Begging) ) / 100 )>
- SRC.Begging=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Begging) ) / 100 )>
- ENDIF
- IF <SRC.Blacksmithing> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Blacksmithing) ) / 100 )>
- SRC.Blacksmithing=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Blacksmithing) ) / 100 )>
- ENDIF
- IF <SRC.Bowcraft> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Bowcraft) ) / 100 )>
- SRC.Bowcraft=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Bowcraft) ) / 100 )>
- ENDIF
- IF <SRC.Camping> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Camping) ) / 100 )>
- SRC.Camping=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Camping) ) / 100 )>
- ENDIF
- IF <SRC.Carpentry> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Carpentry) ) / 100 )>
- SRC.Carpentry=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Carpentry) ) / 100 )>
- ENDIF
- IF <SRC.Cartography> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Cartography) ) / 100 )>
- SRC.Cartography=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Cartography) ) / 100 )>
- ENDIF
- IF <SRC.Cooking> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Cooking) ) / 100 )>
- SRC.Cooking=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Cooking) ) / 100 )>
- ENDIF
- IF <SRC.DetectingHidden> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_DetectingHidden) ) / 100 )>
- SRC.DetectingHidden=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_DetectingHidden) ) / 100 )>
- ENDIF
- IF <SRC.Enticement> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Enticement) ) / 100 )>
- SRC.Enticement=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Enticement) ) / 100 )>
- ENDIF
- IF <SRC.EvaluatingIntel> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_EvaluatingIntel) ) / 100 )>
- SRC.EvaluatingIntel=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_EvaluatingIntel) ) / 100 )>
- ENDIF
- IF <SRC.Fencing> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Fencing) ) / 100 )>
- SRC.Fencing=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Fencing) ) / 100 )>
- ENDIF
- IF <SRC.Fishing> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Fishing) ) / 100 )>
- SRC.Fishing=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Fishing) ) / 100 )>
- ENDIF
- IF <SRC.Forensics> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Forensics) ) / 100 )>
- SRC.Forensics=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Forensics) ) / 100 )>
- ENDIF
- IF <SRC.Healing> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Healing) ) / 100 )>
- SRC.Healing=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Healing) ) / 100 )>
- ENDIF
- IF <SRC.Herding> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Herding) ) / 100 )>
- SRC.Herding=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Herding) ) / 100 )>
- ENDIF
- IF <SRC.Hiding> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Hiding) ) / 100 )>
- SRC.Hiding=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Hiding) ) / 100 )>
- ENDIF
- IF <SRC.Inscription> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Inscription) ) / 100 )>
- SRC.Inscription=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Inscription) ) / 100 )>
- ENDIF
- IF <SRC.ItemID> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_ItemID) ) / 100 )>
- SRC.ItemID=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_ItemID) ) / 100 )>
- ENDIF
- IF <SRC.LockPicking> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_LockPicking) ) / 100 )>
- SRC.LockPicking=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_LockPicking) ) / 100 )>
- ENDIF
- IF <SRC.Lumberjacking> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Lumberjacking) ) / 100 )>
- SRC.Lumberjacking=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Lumberjacking) ) / 100 )>
- ENDIF
- IF <SRC.Macefighting> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Macefighting) ) / 100 )>
- SRC.Macefighting=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Macefighting) ) / 100 )>
- ENDIF
- IF <SRC.Magery> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Magery) ) / 100 )>
- SRC.Magery=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Magery) ) / 100 )>
- ENDIF
- IF <SRC.MagicResistance> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_MagicResistance) ) / 100 )>
- SRC.MagicResistance=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_MagicResistance) ) / 100 )>
- ENDIF
- IF <SRC.Meditation> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Meditation) ) / 100 )>
- SRC.Meditation=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Meditation) ) / 100 )>
- ENDIF
- IF <SRC.Mining> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Mining) ) / 100 )>
- SRC.Mining=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Mining) ) / 100 )>
- ENDIF
- IF <SRC.Musicianship> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Musicianship) ) / 100 )>
- SRC.Musicianship=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Musicianship) ) / 100 )>
- ENDIF
- IF <SRC.Necromancy> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Necromancy) ) / 100 )>
- SRC.Necromancy=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Necromancy) ) / 100 )>
- ENDIF
- IF <SRC.Parrying> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Parrying) ) / 100 )>
- SRC.Parrying=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Parrying) ) / 100 )>
- ENDIF
- IF <SRC.Peacemaking> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Peacemaking) ) / 100 )>
- SRC.Peacemaking=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Peacemaking) ) / 100 )>
- ENDIF
- IF <SRC.Poisoning> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Poisoning) ) / 100 )>
- SRC.Poisoning=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Poisoning) ) / 100 )>
- ENDIF
- IF <SRC.Provocation> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Provocation) ) / 100 )>
- SRC.Provocation=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Provocation) ) / 100 )>
- ENDIF
- IF <SRC.RemoveTrap> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_RemoveTrap) ) / 100 )>
- SRC.RemoveTrap=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_RemoveTrap) ) / 100 )>
- ENDIF
- IF <SRC.Snooping> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Snooping) ) / 100 )>
- SRC.Snooping=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Snooping) ) / 100 )>
- ENDIF
- IF <SRC.SpiritSpeak> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_SpiritSpeak) ) / 100 )>
- SRC.SpiritSpeak=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_SpiritSpeak) ) / 100 )>
- ENDIF
- IF <SRC.Stealing> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Stealing) ) / 100 )>
- SRC.Stealing=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Stealing) ) / 100 )>
- ENDIF
- IF <SRC.Stealth> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Stealth) ) / 100 )>
- SRC.Stealth=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Stealth) ) / 100 )>
- ENDIF
- IF <SRC.Swordsmanship> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Swordsmanship) ) / 100 )>
- SRC.Swordsmanship=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Swordsmanship) ) / 100 )>
- ENDIF
- IF <SRC.Tactics> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Tactics) ) / 100 )>
- SRC.Tactics=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Tactics) ) / 100 )>
- ENDIF
- IF <SRC.Tailoring> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Tailoring) ) / 100 )>
- SRC.Tailoring=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Tailoring) ) / 100 )>
- ENDIF
- IF <SRC.Taming> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Taming) ) / 100 )>
- SRC.Taming=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Taming) ) / 100 )>
- ENDIF
- IF <SRC.TasteID> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_TasteID) ) / 100 )>
- SRC.TasteID=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_TasteID) ) / 100 )>
- ENDIF
- IF <SRC.Tinkering> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Tinkering) ) / 100 )>
- SRC.Tinkering=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Tinkering) ) / 100 )>
- ENDIF
- IF <SRC.Tracking> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Tracking) ) / 100 )>
- SRC.Tracking=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Tracking) ) / 100 )>
- ENDIF
- IF <SRC.Veterinary> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Veterinary) ) / 100 )>
- SRC.Veterinary=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Veterinary) ) / 100 )>
- ENDIF
- IF <SRC.Wrestling> > <eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Wrestling) ) / 100 )>
- SRC.Wrestling=<eval( ( <SRC.TAG.SkillCapFactor> * (CLASS_SKILLMAX_<SRC.TAG.ClassName>_Wrestling) ) / 100 )>
- ENDIF
- [FUNCTION f_RACE_SoftcapAll]
- IF <BRAIN>
- // Only players are capped like this
- // NPCs always have Max Caps for Race
- RETURN 0
- ENDIF
- IF <STR> > <eval(RACE_STRMAX_<TAG.RaceName>)>
- STR=<eval(RACE_STRMAX_<TAG.RaceName>)>
- ENDIF
- IF <DEX> > <eval(RACE_DEXMAX_<TAG.RaceName>)>
- DEX=<eval(RACE_DEXMAX_<TAG.RaceName>)>
- ENDIF
- IF <INT> > <eval(RACE_INTMAX_<TAG.RaceName>)>
- INT=<eval(RACE_INTMAX_<TAG.RaceName>)>
- ENDIF
- IF <SRC.Alchemy> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Alchemy) ) / 100 )>
- SRC.Alchemy=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Alchemy) ) / 100 )>
- ENDIF
- IF <SRC.Anatomy> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Anatomy) ) / 100 )>
- SRC.Anatomy=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Anatomy) ) / 100 )>
- ENDIF
- IF <SRC.AnimalLore> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_AnimalLore) ) / 100 )>
- SRC.AnimalLore=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_AnimalLore) ) / 100 )>
- ENDIF
- IF <SRC.Archery> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Archery) ) / 100 )>
- SRC.Archery=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Archery) ) / 100 )>
- ENDIF
- IF <SRC.ArmsLore> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_ArmsLore) ) / 100 )>
- SRC.ArmsLore=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_ArmsLore) ) / 100 )>
- ENDIF
- IF <SRC.Begging> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Begging) ) / 100 )>
- SRC.Begging=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Begging) ) / 100 )>
- ENDIF
- IF <SRC.Blacksmithing> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Blacksmithing) ) / 100 )>
- SRC.Blacksmithing=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Blacksmithing) ) / 100 )>
- ENDIF
- IF <SRC.Bowcraft> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Bowcraft) ) / 100 )>
- SRC.Bowcraft=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Bowcraft) ) / 100 )>
- ENDIF
- IF <SRC.Camping> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Camping) ) / 100 )>
- SRC.Camping=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Camping) ) / 100 )>
- ENDIF
- IF <SRC.Carpentry> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Carpentry) ) / 100 )>
- SRC.Carpentry=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Carpentry) ) / 100 )>
- ENDIF
- IF <SRC.Cartography> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Cartography) ) / 100 )>
- SRC.Cartography=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Cartography) ) / 100 )>
- ENDIF
- IF <SRC.Cooking> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Cooking) ) / 100 )>
- SRC.Cooking=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Cooking) ) / 100 )>
- ENDIF
- IF <SRC.DetectingHidden> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_DetectingHidden) ) / 100 )>
- SRC.DetectingHidden=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_DetectingHidden) ) / 100 )>
- ENDIF
- IF <SRC.Enticement> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Enticement) ) / 100 )>
- SRC.Enticement=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Enticement) ) / 100 )>
- ENDIF
- IF <SRC.EvaluatingIntel> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_EvaluatingIntel) ) / 100 )>
- SRC.EvaluatingIntel=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_EvaluatingIntel) ) / 100 )>
- ENDIF
- IF <SRC.Fencing> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Fencing) ) / 100 )>
- SRC.Fencing=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Fencing) ) / 100 )>
- ENDIF
- IF <SRC.Fishing> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Fishing) ) / 100 )>
- SRC.Fishing=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Fishing) ) / 100 )>
- ENDIF
- IF <SRC.Forensics> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Forensics) ) / 100 )>
- SRC.Forensics=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Forensics) ) / 100 )>
- ENDIF
- IF <SRC.Healing> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Healing) ) / 100 )>
- SRC.Healing=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Healing) ) / 100 )>
- ENDIF
- IF <SRC.Herding> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Herding) ) / 100 )>
- SRC.Herding=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Herding) ) / 100 )>
- ENDIF
- IF <SRC.Hiding> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Hiding) ) / 100 )>
- SRC.Hiding=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Hiding) ) / 100 )>
- ENDIF
- IF <SRC.Inscription> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Inscription) ) / 100 )>
- SRC.Inscription=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Inscription) ) / 100 )>
- ENDIF
- IF <SRC.ItemID> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_ItemID) ) / 100 )>
- SRC.ItemID=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_ItemID) ) / 100 )>
- ENDIF
- IF <SRC.LockPicking> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_LockPicking) ) / 100 )>
- SRC.LockPicking=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_LockPicking) ) / 100 )>
- ENDIF
- IF <SRC.Lumberjacking> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Lumberjacking) ) / 100 )>
- SRC.Lumberjacking=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Lumberjacking) ) / 100 )>
- ENDIF
- IF <SRC.Macefighting> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Macefighting) ) / 100 )>
- SRC.Macefighting=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Macefighting) ) / 100 )>
- ENDIF
- IF <SRC.Magery> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Magery) ) / 100 )>
- SRC.Magery=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Magery) ) / 100 )>
- ENDIF
- IF <SRC.MagicResistance> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_MagicResistance) ) / 100 )>
- SRC.MagicResistance=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_MagicResistance) ) / 100 )>
- ENDIF
- IF <SRC.Meditation> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Meditation) ) / 100 )>
- SRC.Meditation=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Meditation) ) / 100 )>
- ENDIF
- IF <SRC.Mining> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Mining) ) / 100 )>
- SRC.Mining=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Mining) ) / 100 )>
- ENDIF
- IF <SRC.Musicianship> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Musicianship) ) / 100 )>
- SRC.Musicianship=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Musicianship) ) / 100 )>
- ENDIF
- IF <SRC.Necromancy> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Necromancy) ) / 100 )>
- SRC.Necromancy=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Necromancy) ) / 100 )>
- ENDIF
- IF <SRC.Parrying> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Parrying) ) / 100 )>
- SRC.Parrying=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Parrying) ) / 100 )>
- ENDIF
- IF <SRC.Peacemaking> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Peacemaking) ) / 100 )>
- SRC.Peacemaking=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Peacemaking) ) / 100 )>
- ENDIF
- IF <SRC.Poisoning> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Poisoning) ) / 100 )>
- SRC.Poisoning=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Poisoning) ) / 100 )>
- ENDIF
- IF <SRC.Provocation> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Provocation) ) / 100 )>
- SRC.Provocation=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Provocation) ) / 100 )>
- ENDIF
- IF <SRC.RemoveTrap> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_RemoveTrap) ) / 100 )>
- SRC.RemoveTrap=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_RemoveTrap) ) / 100 )>
- ENDIF
- IF <SRC.Snooping> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Snooping) ) / 100 )>
- SRC.Snooping=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Snooping) ) / 100 )>
- ENDIF
- IF <SRC.SpiritSpeak> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_SpiritSpeak) ) / 100 )>
- SRC.SpiritSpeak=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_SpiritSpeak) ) / 100 )>
- ENDIF
- IF <SRC.Stealing> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Stealing) ) / 100 )>
- SRC.Stealing=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Stealing) ) / 100 )>
- ENDIF
- IF <SRC.Stealth> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Stealth) ) / 100 )>
- SRC.Stealth=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Stealth) ) / 100 )>
- ENDIF
- IF <SRC.Swordsmanship> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Swordsmanship) ) / 100 )>
- SRC.Swordsmanship=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Swordsmanship) ) / 100 )>
- ENDIF
- IF <SRC.Tactics> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Tactics) ) / 100 )>
- SRC.Tactics=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Tactics) ) / 100 )>
- ENDIF
- IF <SRC.Tailoring> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Tailoring) ) / 100 )>
- SRC.Tailoring=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Tailoring) ) / 100 )>
- ENDIF
- IF <SRC.Taming> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Taming) ) / 100 )>
- SRC.Taming=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Taming) ) / 100 )>
- ENDIF
- IF <SRC.TasteID> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_TasteID) ) / 100 )>
- SRC.TasteID=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_TasteID) ) / 100 )>
- ENDIF
- IF <SRC.Tinkering> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Tinkering) ) / 100 )>
- SRC.Tinkering=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Tinkering) ) / 100 )>
- ENDIF
- IF <SRC.Tracking> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Tracking) ) / 100 )>
- SRC.Tracking=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Tracking) ) / 100 )>
- ENDIF
- IF <SRC.Veterinary> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Veterinary) ) / 100 )>
- SRC.Veterinary=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Veterinary) ) / 100 )>
- ENDIF
- IF <SRC.Wrestling> > <eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Wrestling) ) / 100 )>
- SRC.Wrestling=<eval( ( <SRC.TAG.SkillCapFactor> * (RACE_SKILLMAX_<SRC.TAG.RACEName>_Wrestling) ) / 100 )>
- ENDIF
- [EOF]
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement