/* The skilltable. * It will include all skills usable on the mud. * New ones can easily be added. * * This is going to be complicated.. * You have 10 points to deal to a skill, you can weight str with 5 of them * and then you have 5 to put on the rest, say 3 on int and 2 on wis.. * * The skillbonus will be calculated in /std/living/skills.c * * The mapping has this parts: * * 0 : xp_cost : Cost in XP to advance one level. * 1 : str * 2 : con * 3 : dex * 4 : wis * 5 : int * 6 : cha * 7 : Max level * 8 : Dependant skill. can be negative, so that fire is dependant on -cold.. * * */ mapping skills; create() { skills = ([ /* These skills are not adjusted! just examples.. */ "testing" : ({ 100, 0, 0, 2, 5, 3, 0, 10, "" }), "swimming" : ({ 200, 2, 2, 3, 3, 0, 0, 10, "testing" }), "berserk" : ({ 200, 2, 2, 3, 3, 0, 0, 10, "-patience" }), "patience" : ({ 200, 2, 2, 3, 3, 0, 0, 10, "" }), "fire": ({400, 0, 0, 0, 1, 2, 0, 10, "-cold" }), "cold": ({400, 0, 0, 0, 1, 2, 0, 10, "-fire" }), "air": ({500, 0, 0, 1, 0, 2, 0, 10, "-stone" }), "stone":({400, 1, 0, 0, 1, 2, 0, 10, "-air" } ), "electrical":({450, 0, 0, 1, 0, 3, 0, 10, "-acid" } ), "magical":({200, 0, 0, 2, 3, 0, 10, "" }), "acid":({500, 0, 0, 1, 2, 2, 0, 10, "-poison" }), "poison":({300, 0, 2, 2, 2, 1, 0, 10, "-acid" }), "good":({200, 0, 0, 0, 2, 0, 2, 10, "-evil" }), "evil":({200, 0, 0, 0, 2, 0, 2, 10, "-good" }), "psionic":({600, 0, 0, 0, 2, 2, 4, 10, "" }), "blunt":({100, 4, 0, 2, 0, 0, 2, 10, "" }), "sharp":({100, 3, 0, 3, 0, 0, 2, 10, "-magical" }), "pierce":({100,2, 0, 5, 0, 0, 2, 10, "-magical" }), "unarmed":({300, 3, 0, 3, 0, 0, 1, 10, "" }), "vision near":({100, 0, 2, 4, 2, 2, 2, 10, "-vision far"}), "vision far":({100, 0, 2, 6, 2, 2, 0, 10, "-vision near"}), "searching":({100, 0, 0, 3, 3, 3, 1, 10, "vision near"}), "aiming":({100, 0, 0, 5, 2, 2, 1, 10, "vision far"}), /* End of examples, put the real stuff under here. * move the adjusted skills from above when they are ready. * * Remember, ginve out 10 POINTS! neverm ever more than that. may be less tho. * */ ]); } /* create() */ int *lookup_skill(string lookup) { return (int *)skills[lookup]; }