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TFS 1.X+ Exercise weapon / stage skill

Wanheda

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Joined
Feb 17, 2016
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I added the rate skill system, but the exercise weapon script takes the skill configured in config.lua (rateSkill = 10).
Is it possible to get the skill configured in the new skill rate system?

Lua:
local config = {
    --idvocation
    [0] = {
        [SKILL_FIST] = {
            [1] = {
                fromLevel = 10,
                toLevel = 60,
                rate = 15
            },
            
            [2] = {
                fromLevel = 61,
                toLevel = 80,
                rate = 10
            },
            [3] = {
                fromLevel = 81,
                toLevel = 110,
                rate = 6
            },
            [4] = {
                fromLevel = 111,
                toLevel = 120,
                rate = 4
            },
            [5] = {
                fromLevel = 120,
                toLevel = 200,
                rate = 2
            }
        },
        [SKILL_CLUB] = {
            [1] = {
                fromLevel = 10,
                toLevel = 60,
                rate = 15
            },
            
            [2] = {
                fromLevel = 61,
                toLevel = 80,
                rate = 10
            },
            [3] = {
                fromLevel = 81,
                toLevel = 110,
                rate = 6
            },
            [4] = {
                fromLevel = 111,
                toLevel = 120,
                rate = 4
            },
            [5] = {
                fromLevel = 120,
                toLevel = 200,
                rate = 2
            }
        },
        [SKILL_SWORD] = {
            [1] = {
                fromLevel = 10,
                toLevel = 60,
                rate = 15
            },
            
            [2] = {
                fromLevel = 61,
                toLevel = 80,
                rate = 10
            },
            [3] = {
                fromLevel = 81,
                toLevel = 110,
                rate = 6
            },
            [4] = {
                fromLevel = 111,
                toLevel = 120,
                rate = 4
            },
            [5] = {
                fromLevel = 120,
                toLevel = 200,
                rate = 2
            }
        },
        [SKILL_AXE] = {
            [1] = {
                fromLevel = 10,
                toLevel = 60,
                rate = 15
            },
            
            [2] = {
                fromLevel = 61,
                toLevel = 80,
                rate = 10
            },
            [3] = {
                fromLevel = 81,
                toLevel = 110,
                rate = 6
            },
            [4] = {
                fromLevel = 111,
                toLevel = 120,
                rate = 4
            },
            [5] = {
                fromLevel = 120,
                toLevel = 200,
                rate = 2
            }
        },
        [SKILL_DISTANCE] = {
            [1] = {
                fromLevel = 10,
                toLevel = 60,
                rate = 15
            },
            
            [2] = {
                fromLevel = 61,
                toLevel = 80,
                rate = 10
            },
            [3] = {
                fromLevel = 81,
                toLevel = 110,
                rate = 6
            },
            [4] = {
                fromLevel = 111,
                toLevel = 120,
                rate = 4
            },
            [5] = {
                fromLevel = 120,
                toLevel = 200,
                rate = 2
            }
        },
        [SKILL_SHIELD] = {
            [1] = {
                fromLevel = 10,
                toLevel = 60,
                rate = 15
            },
            
            [2] = {
                fromLevel = 61,
                toLevel = 80,
                rate = 10
            },
            [3] = {
                fromLevel = 81,
                toLevel = 110,
                rate = 6
            },
            [4] = {
                fromLevel = 111,
                toLevel = 120,
                rate = 4
            },
            [5] = {
                fromLevel = 120,
                toLevel = 200,
                rate = 2
            }
        },
        [SKILL_FISHING] = {
            [1] = {
                fromLevel = 10,
                toLevel = 60,
                rate = 15
            },
            
            [2] = {
                fromLevel = 61,
                toLevel = 80,
                rate = 10
            },
            [3] = {
                fromLevel = 81,
                toLevel = 110,
                rate = 6
            },
            [4] = {
                fromLevel = 111,
                toLevel = 120,
                rate = 4
            },
            [5] = {
                fromLevel = 120,
                toLevel = 200,
                rate = 2
            }
        },
        [SKILL_MAGLEVEL] = {               
            [1] = {
                fromLevel = 0,
                toLevel = 60,
                rate = 10
            },
            
            [2] = {
                fromLevel = 61,
                toLevel = 80,
                rate = 7
            },
            [3] = {
                fromLevel = 81,
                toLevel = 100,
                rate = 5
            },
            [4] = {
                fromLevel = 101,
                toLevel = 110,
                rate = 4
            },
            [5] = {
                fromLevel = 111,
                toLevel = 180,
                rate = 2
            }
        }
    }
}

local function getSkillRate(player, skillId)
    local targetVocation = config[player:getVocation():getBase():getId()]
    if targetVocation then
        local targetSkillStage = targetVocation[skillId]
        if targetSkillStage then
            local skillLevel = skillId ~= SKILL_MAGLEVEL and player:getSkillLevel(skillId) or player:getBaseMagicLevel()

            for index,level in pairs(targetSkillStage) do
                if skillLevel >= level["fromLevel"] and skillLevel <= level["toLevel"] then
                    return level["rate"]
                end
            end
            
        end
    end

    return skillId == SKILL_MAGLEVEL and configManager.getNumber(configKeys.RATE_MAGIC) or configManager.getNumber(configKeys.RATE_SKILL)
end

function Player:onGainSkillTries(skill, tries)
    if not APPLY_SKILL_MULTIPLIER then
        return tries
    end

    return tries * getSkillRate(self, skill)
end

Lua:
local skills = {
    [32384] = {id=SKILL_SWORD,voc=4}, -- KNIGHT
    [32385] = {id=SKILL_AXE,voc=4}, -- KNIGHT
    [32386] = {id=SKILL_CLUB,voc=4}, -- KNIGHT
    [32387] = {id=SKILL_DISTANCE,voc=3,range=CONST_ANI_SIMPLEARROW}, -- PALADIN
    [32388] = {id=SKILL_MAGLEVEL,voc=2,range=CONST_ANI_SMALLICE}, -- DRUID
    [32389] = {id=SKILL_MAGLEVEL,voc=1,range=CONST_ANI_FIRE}, -- SORCERER
    [32124] = {id=SKILL_SWORD,voc=4}, -- KNIGHT
    [32125] = {id=SKILL_AXE,voc=4}, -- KNIGHT
    [32126] = {id=SKILL_CLUB,voc=4}, -- KNIGHT
    [32127] = {id=SKILL_DISTANCE,voc=3,range=CONST_ANI_SIMPLEARROW}, -- PALADIN
    [32128] = {id=SKILL_MAGLEVEL,voc=2,range=CONST_ANI_SMALLICE}, -- DRUID
    [32129] = {id=SKILL_MAGLEVEL,voc=1,range=CONST_ANI_FIRE} -- SORCERER
}

local houseDummies = {32143, 32144, 32145, 32146, 32147, 32148}
local freeDummies = {32142, 32149}
local skillRate = configManager.getNumber(configKeys.RATE_SKILL)
local magicRate = configManager.getNumber(configKeys.RATE_MAGIC)

local function start_train(pid,start_pos,itemid,fpos, bonusDummy, dummyId)
    local player = Player(pid)
    if player ~= nil then
    if Tile(fpos):getItemById(dummyId) then
        local pos_n = player:getPosition()
        if start_pos:getDistance(pos_n) == 0 and getTilePzInfo(pos_n) then
            if player:getItemCount(itemid) >= 1 then
                local exercise = player:getItemById(itemid,true)
                if exercise:isItem() then
                    if exercise:hasAttribute(ITEM_ATTRIBUTE_CHARGES) then
                        local charges_n = exercise:getAttribute(ITEM_ATTRIBUTE_CHARGES)
                        if charges_n >= 1 then
                            exercise:setAttribute(ITEM_ATTRIBUTE_CHARGES,(charges_n-1))

                            local voc = player:getVocation()

                            if skills[itemid].id == SKILL_MAGLEVEL then
                                if not bonusDummy then
                                    player:addManaSpent(math.ceil(500*magicRate))
                                else
                                    player:addManaSpent(math.ceil(500*magicRate)*1.1) -- 10%
                                end
                            else
                                if not bonusDummy then
                                    player:addSkillTries(skills[itemid].id, 1*skillRate)
                                else
                                    player:addSkillTries(skills[itemid].id, (1*skillRate)*1.1) -- 10%
                                end
                            end
                                fpos:sendMagicEffect(CONST_ME_HITAREA)
                            if skills[itemid].range then
                                pos_n:sendDistanceEffect(fpos, skills[itemid].range)
                            end
                            local training = addEvent(start_train, voc:getAttackSpeed(), pid,start_pos,itemid,fpos,bonusDummy,dummyId)
                            player:setStorageValue(Storage.isTraining,1)
                        else
                            exercise:remove(1)
                            player:sendTextMessage(MESSAGE_INFO_DESCR, "Your training weapon vanished.")
                            stopEvent(training)
                            player:setStorageValue(Storage.isTraining,0)
                        end
                    end
                end
            end
        else
            player:sendTextMessage(MESSAGE_INFO_DESCR, "Your training has stopped.")
            stopEvent(training)
            player:setStorageValue(Storage.isTraining,0)
        end
    else
    stopEvent(training)
            player:sendTextMessage(MESSAGE_INFO_DESCR, "Your training has stopped.")
            player:setStorageValue(Storage.isTraining, 0)
            end
            else
        stopEvent(training)
        if player then
            player:sendTextMessage(MESSAGE_INFO_DESCR, "Your training has stopped.")
            player:setStorageValue(Storage.isTraining,0)
        end
    end
 
    return true
end

function onUse(player, item, fromPosition, target, toPosition, isHotkey)
    local start_pos = player:getPosition()
    if player:getStorageValue(Storage.isTraining) == 1 then
        player:sendTextMessage(MESSAGE_INFO_DESCR, "You are already training.")
        return false
    end
    if target:isItem() then
        if isInArray(houseDummies,target:getId()) then
            if not skills[item.itemid].range and (start_pos:getDistance(target:getPosition()) > 1) then
                player:sendTextMessage(MESSAGE_INFO_DESCR, "Get closer to the dummy.")
                stopEvent(training)
                return true
            end
            player:sendTextMessage(MESSAGE_INFO_DESCR, "You started training.")
            start_train(player:getId(),start_pos,item.itemid,target:getPosition(), true, target:getId())
        elseif isInArray(freeDummies, target:getId()) then
            if not skills[item.itemid].range and (start_pos:getDistance(target:getPosition()) > 1) then
                player:sendTextMessage(MESSAGE_INFO_DESCR, "Get closer to the dummy.")
                stopEvent(training)
                return true
            end
            player:sendTextMessage(MESSAGE_INFO_DESCR, "You started training.")
            start_train(player:getId(),start_pos,item.itemid,target:getPosition(), false, target:getId())
        end
    end
    return true
end
 
The skill rate of the exercise weapon is set on these lines, so just change them.

Lua:
local skillRate = configManager.getNumber(configKeys.RATE_SKILL)
local magicRate = configManager.getNumber(configKeys.RATE_MAGIC)

Example: (Skill rate 5x)
Code:
local skillRate = (configManager.getNumber(configKeys.RATE_SKILL) * 5)
 
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