function onStepIn(cid, item, position, fromPosition)
local skills = {
SKILL_FIST,
SKILL_CLUB, -- 1
SKILL_SWORD, -- 2
SKILL_AXE, -- 3
SKILL_DISTANCE, -- 4
SKILL_SHIELD, -- 5
SKILL_FISHING, -- 6
SKILL__MAGLEVEL -- 7
}
--for i = 1, #skills do
-- doPlayerAddSkillTry(cid, skills[i], getPlayerRequiredSkillTries(cid, skills[i], getPlayerSkillLevel(cid, skills[i], true)) * 0.1, false)
--end
-- doPlayerAddSkillTry(cid, SKILL_DISTANCE, math.ceil(getPlayerRequiredSkillTries(cid, SKILL_DISTANCE, getPlayerSkillLevel(cid, SKILL_DISTANCE))*0.2), false)
-- doPlayerAddSkillTry(cid, SKILL_FIST, math.ceil(getPlayerRequiredSkillTries(cid, SKILL_FIST, getPlayerSkillLevel(cid, SKILL_FIST))*0.1), false)
-- doPlayerAddSkillTry(cid, SKILL_SWORD, math.ceil(getPlayerRequiredSkillTries(cid, SKILL_SWORD, getPlayerSkillLevel(cid, SKILL_SWORD))*0.1), false)
-- doPlayerAddSkillTry(cid, SKILL_CLUB, math.ceil(getPlayerRequiredSkillTries(cid, SKILL_CLUB, getPlayerSkillLevel(cid, SKILL_CLUB))*0.1), false)
-- doPlayerAddSkillTry(cid, SKILL_AXE, math.ceil(getPlayerRequiredSkillTries(cid, SKILL_AXE, getPlayerSkillLevel(cid, SKILL_AXE))*0.1), false)
--doPlayerAddSkillTry(cid, SKILL_FISHING, math.ceil(getPlayerRequiredSkillTries(cid, SKILL_FISHING, getPlayerSkillLevel(cid, SKILL_FISHING))*0.1), false)
--doPlayerAddSkillTry(cid, SKILL_SHIELD, math.ceil(getPlayerRequiredSkillTries(cid, SKILL_SHIELD, getPlayerSkillLevel(cid, SKILL_SHIELD))*0.1), false)
local skillTriesNeeded = math.ceil(getPlayerRequiredSkillTries(cid, skills[i], getPlayerSkillLevel(cid, skills[i])) * 0.1)
for i = 1, #skills do
print(skillTriesNeeded)
doPlayerAddSkillTry(cid, skills[i], math.ceil(getPlayerRequiredSkillTries(cid, skills[i], getPlayerSkillLevel(cid, skills[i]))*0.1), false)
end
return true
end
--[[
doPlayerAddSpentMana(cid, getPlayerRequiredMana(cid, getPlayerMagLevel(cid, true)) * 0.3, false)
local skill = SKILL_FIST
doPlayerAddSkillTry(cid, skill, getPlayerRequiredSkillTries(cid, skill, getPlayerSkillLevel(cid, skill)) * 0.1)
]]