Fighting skill's

Here you can post threads requesting help on the official POL Ultima Online Emulator Core 096.
Note: Core 096 is no longer officially supported.

Moderator: POL Developer

Post Reply
Nosferatu
Journeyman Poster
Posts: 63
Joined: Fri Jul 21, 2006 9:58 pm

Fighting skill's

Post by Nosferatu »

Where i can find and modify quantity of points to Fighting skills such as
wrestling swordmanship parryng others
skills are growing too slowly .
thnx
Justae
Expert Poster
Posts: 79
Joined: Thu May 24, 2007 2:12 pm

Post by Justae »

Depends on which version of POL you're running, but normally the settings are in SKILLS.CFG, located in the directory where each skill has it's working code, for example for Blacksmithy you would look in \blacksmithy\skills.cfg

If you happen to be running POL097 then use SKILLS.CFG as defined for that release of POL.

Easiest is just do a simple directory-search for all and any SKILLS.CFG file. Editting them is pretty straightforward.

Regards
Justae
The Forgotten Realm - South Africa
Yukiko
Distro Developer
Posts: 2825
Joined: Thu Feb 02, 2006 1:41 pm

Post by Yukiko »

The points awarded for skill gain are usually contained in the CheckSkill function calls. For fighting skills that would be in the hitScripts if I am not mistaken. This applies only to pre POL 0.97 Distro.

From the docs for CheckSkill:

Code: Select all

CheckSkill( character, skillid, difficulty, points )
character       Character Ref 
skillid             Integer skill or string attribute ID 
difficulty         Integer skill use difficulty 
points            Integer skill gain on success 
Just increase the value of points to cause a higher skill gain upon success.

If you are using POL 0.97 Distro here is the documentation for the SkillCheck function call:

Code: Select all

 * SkillCheck(mobile, attrib_name, difficulty, award_diff, advance_flags)
 *
 * Purpose
 * Performs a skill check on an attribute and performs skill and stat advancements.
 * <= 0 means the skill check failed > 0 means it was successful.
 *
 * Parameters
 * mobile:		Mobile reference to do the skill check for.
 * attribute_name:	Name of the attribute to perform the check on.
 * difficulty                Difficulty setting for the action being done.
 * award_diff:		Advanced as if the difficulty were this value - defaults to difficulty.
 * advance_flags:	Controls the turning on/off of stat and skill advancements for the check.
 *
 * Return value
 * Returns > 0 if the skill check was successful
 *
 */
To make the point gain faster you'd set the award_diff variable and set it higher than the difficulty value being passed to create a higher skill gain on success.

Once again remember that the hitscripts are usually the place you will find calls to the fighting skills. However, the training dummy used to do skill checks and gains in pre 0.97 Distro code. I don't know if Austin changed that. So when using the training dummy to train weapons skills you might have to modify the script for the training dummy to effect faster gains.
Last edited by Yukiko on Wed Aug 01, 2007 11:13 am, edited 1 time in total.
Nosferatu
Journeyman Poster
Posts: 63
Joined: Fri Jul 21, 2006 9:58 pm

Post by Nosferatu »

May be some one know where its specified in ZUlu hotel scripts .
I am set in skills cfg 0 points and skill grows up .
set 10000 points skills growsup with the old speed.
:-\
Yukiko
Distro Developer
Posts: 2825
Joined: Thu Feb 02, 2006 1:41 pm

Post by Yukiko »

Look in the hitscripts in Zulu. It's probably there in the CheckSkill function call. It's the point value, the fourth parameter in the CheckSkill function call, that is passed that determines the rate of skill gain.
Post Reply