78 #define SK_EXP_ADD_SKILL 0 79 #define SK_EXP_TOTAL 1 81 #define SK_SUBTRACT_SKILL_EXP 3 85 #define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) 91 #define IS_COMBAT_SKILL(num) \ 92 ((num == SK_PUNCHING) \ 93 || (num == SK_FLAME_TOUCH) \ 94 || (num == SK_KARATE) \ 95 || (num == SK_ONE_HANDED_WEAPON) \ 96 || (num == SK_MISSILE_WEAPON) \ 97 || (num == SK_THROWING) \ 98 || (num == SK_CLAWING) \ 99 || (num == SK_TWO_HANDED_WEAPON) \ 100 || (num == SK_WRAITH_FEED)) 106 #define IS_MANA_SKILL(num) \ 107 ((num == SK_SORCERY) \ 108 || (num == SK_EVOCATION) \ 109 || (num == SK_PYROMANCY) \ 110 || (num == SK_SUMMONING) \ 111 || (num==SK_AIR_MAGIC) \ 112 || (num==SK_EARTH_MAGIC) \ 113 || (num==SK_FIRE_MAGIC) \ 114 || (num==SK_WATER_MAGIC)) 120 #define IS_GRACE_SKILL(num) \ 129 #define UNARMED_SKILLS_COUNT 6
const char * skill_names[MAX_SKILLS]
Will contain a number-name mapping for skills, initialized by init_skills().
New face structure - this enforces the notion that data is face by face only - you can not change the...
const Face * skill_faces[MAX_SKILLS]
Will contain the face numbers for the skills, initialized by init_skill().
sstring skill_messages[MAX_SKILLS]
Will contain the message for the skills, initialized by init_skill().
int get_skill_client_code(const char *skill_name)
Return the code of the skill for a client, the index in the skill_names array.
uint8_t unarmed_skills[UNARMED_SKILLS_COUNT]
Table of unarmed attack skills.
#define UNARMED_SKILLS_COUNT
#define MAX_SKILLS
This is the maximum number of skills the game may handle.