/* 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];
}