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 Making skills 'unlimited' in 6.0?

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Nefadozone

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Game username : Nefadozone
Server : Fucko McShitpo
Male Posts : 176
Join date : 2011-11-11
Age : 23
Location : Satan's Asshole

PostSubject: Making skills 'unlimited' in 6.0?   Tue Apr 14, 2015 9:10 pm

What data type should I choose, and what sections in the 6.0 source should I be looking at? Very small question, I don't know what I'm doing. :$
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Kattington
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Server : Azoptaos (Co-owner)
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Join date : 2013-03-01
Age : 18
Location : Somewhere else

PostSubject: Re: Making skills 'unlimited' in 6.0?   Sun Apr 19, 2015 3:23 pm

I only have the v5.5 source so I couldn't tell you if this would work in 6.0, but what I did is find the decrementSkill function and add the code under "if(!skill)return;"
Code:
void decrementSkill(Skill *skill)
 {
 if(!skill)return;
if(skill->name == "Cure" || skill->name == "Tame")return;
Rename Cure and Tame to whatever you want, if you want to add more just type another || after the last skill and copy and paste. This will not change the display, so if you have 20 cures the GUI will just eternally say "Cure x20" but the number will not go down
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Nefadozone

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Game username : Nefadozone
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Male Posts : 176
Join date : 2011-11-11
Age : 23
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PostSubject: Re: Making skills 'unlimited' in 6.0?   Mon Apr 20, 2015 7:44 pm

Ooh, thanks for that! But what I'm actually trying to do is make it so that the max skill stock can be changed to a number higher than 250/254/255 - so if I was to change the data type of skills I could set it to something ridiculous like 65535, having pretty much unlimited skills since I don't think anybody is going to reach that number.

I just don't know what parts of the source need to have the data type changed/updated to keep it compatible with the rest of the things going on in the game, I'm really new to C++!
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GlaciaTheWolf
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PostSubject: Re: Making skills 'unlimited' in 6.0?   Mon Apr 20, 2015 8:11 pm

This is a very good question, and i think i would try to use it if there was an answer!
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Slain Motionless
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Server : Aroessa
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Age : 18
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PostSubject: Re: Making skills 'unlimited' in 6.0?   Tue Apr 21, 2015 1:59 am

I can look into it, however I use the 5.5 release(one before the newest ^^') Not sure if they'll be the same or not. If I find something i'll let you know here <3 Or by PM.

Might have found something.
Code:
//Load Skills
         bool tHasSkills = false;
         tBitStream.Read(tHasSkills);
         if(tHasSkills)
         {
            char tSkills[512];
            stringCompressor->DecodeString(tSkills,512,&tBitStream);
            const vector<String>::type tLine = StringUtil::split(tSkills,"|\n");
            for(int i=0;i<(int)tLine.size();i++)
            {
               const vector<String>::type tPart = StringUtil::split(tLine[i],";");
               if(tPart.size()==2)
               {
                  mUnitManager->getPlayer()->addSkill(tPart[0],StringConverter::parseInt(tPart[1]));
               }
            }
         }

MagixNetworkManager.h, not sure if this is it tho, will continue looking ^^'
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