Unless you're seeing player stats that are higher than what they should
be, you shouldn't have a problem... These should already cap at whatever
the max_stats are for a player, determined by their race and class... in
the function get_curr_stat, in handler.c, it should do a check for the
max stats for the player and return the lower value of their current
stat or the player's max stat, i.e. if they max out their str at 23, and
they've got it trained to 22 and are wearing +7 str in eq, the code
would return 23, if they max at 23 and have it trained to 17 with +2 in
eq, the code would return 19, it do a check similar to the following in
handler.c:

MIN(ch->perm_stat[STAT]+ch->mod_stat[STAT],
pc_race_table[ch->race]->max_stat[STAT]);

Or something along those lines, that statement right there is probably
way off, but you get the idea, check the total of their natural stat +
their modifiers, against the max for the race, and return the lower of
the 2 values...

Richard Lindsey.

-----Original Message-----
From: Alderon [mailto:[EMAIL PROTECTED] 
Sent: Tuesday, May 10, 2005 6:25 AM
To: [email protected]
Subject: Player Stats

Ok,

Here's the scenario:  You have a race.  You have that race's Max Stats
(str,
int, etc...).  Inside my pfiles, these stats show up labeled as "Attr".
Then, you have all the stats that the eq gives to the player. It is
labled
as "AttrMod".

Question:  It would seem that when you add these stats together, you
come
out with a number that is higher than the Max_Stats that you set up for
that
race. How can I fix it so that no matter what, a player's stats never go
above their max, regardless of the eq that they're wearing? I can't find
anywhere in the code that limits these stats to their Max_Stat value.

Thanks,

Alderon

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