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Lua Changing the values of Knight skills

darkmu

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Can someone give me a light ..

I'm trying to make a system for TFS 1.3 in which the knights will be able to exchange their strongest skill for another skill.

Example:

I have skill 120 of sword, however I want to switch to AXE, so I will invert take the values of the AXE put in the skill of SWORD and the SWORD put in the AXE.

Lua:
local skills, tableSkills  = {
    [1] = {'Club', function(player) return player:getSkillLevel(SKILL_CLUB) end, bestSkill = false},
    [2] = {'Sword', function(player) return player:getSkillLevel(SKILL_SWORD) end, bestSkill = false},
    [3] = {'Axe', function(player) return player:getSkillLevel(SKILL_AXE) end, bestSkill = false}
}, {}

local function checkStrongSkill(player, tableSkill)
    local skillMaisAlto = 0
    
    for i = 1, #skills do
        if  skills[i][2](player) > skillMaisAlto then
            table.insert(tableSkills, {skillName = skills[i][1], skillNumber = skills[i][2](player), bestSkill = true})           
            skillMaisAlto = skills[i][2](player)
        else
            table.insert(tableSkills, {skillName = skills[i][1], skillNumber = skills[i][2](player), bestSkill = false})
        end
    end   
    
    return tableSkills
end

function onUse(player, item, fromPosition, target, toPosition, isHotkey)
    
    --local check = checkStrongSkill(player, skills)
    
    --print(#check)
    
    return TRUE
    
end
 
Anybody can help me?
Tested on 1.3.
This will "swap" top 2 skills.

Credits to @Morrison - reference

lua
Lua:
local skills =  {
    SKILL_CLUB,
    SKILL_SWORD,
    SKILL_AXE
}

local function getPlayerSkills(player, tableSkill)
    local skillTable = {}
    for _, skill in pairs(skills) do
        table.insert(skillTable, {skill, player:getSkillLevel(skill)})
    end

    -- descending order (highest to smallest)
    table.sort(skillTable, function(a, b) return a[2] > b[2] end)
    return skillTable
end

function onUse(player, item, fromPosition, target, toPosition, isHotkey)
    local playerSkills = getPlayerSkills(player, skills)
    local firstSkill   = playerSkills[1]
    local secondSkill  = playerSkills[2]

    local diff = firstSkill[2] - secondSkill[2]
    player:setSkillLevel(firstSkill[1], firstSkill[2] - diff)
    player:setSkillLevel(secondSkill[1], secondSkill[2] + diff)
    return true
end

player.cpp
C++:
void Player::setSkillLevel(uint64_t skillType, uint64_t newSkillLevel) {
    skills[skillType].level = newSkillLevel;
    skills[skillType].tries = 0;
    skills[skillType].percent = Player::getPercentLevel(skills[skillType].tries, vocation->getReqSkillTries(skillType, skills[skillType].level));

    sendSkills();
}

player.h
C++:
void setSkillLevel(uint64_t skillType, uint64_t newSkillLevel);

luascript.cpp
C++:
registerMethod("Player", "setSkillLevel", LuaScriptInterface::luaPlayerSetSkillLevel);
C++:
int LuaScriptInterface::luaPlayerSetSkillLevel(lua_State* L)
{
    // player:setSkillLevel()
    Player* player = getUserdata<Player>(L, 1);
    if (player) {
        int64_t skillType = getNumber<int64_t>(L, 2);
        int64_t newSkillLevel = getNumber<int64_t>(L, 3);
        player->setSkillLevel(skillType, newSkillLevel);
        pushBoolean(L, true);
    } else {
        lua_pushnil(L);
    }
    return 1;
}

luascript.h
C++:
static int luaPlayerSetSkillLevel(lua_State* L);
 
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