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  /src/games/trek/
win.c 80 if (Game.skill >= 6) {
83 p = &Skitab[Game.skill - 1];
setup.c 54 ** The length, skill, and password are read, and the game
102 r = getcodpar("What skill game", Skitab);
103 Game.skill = (long) r->value;
114 Param.bases = Now.bases = ranf(6 - Game.skill) + 2;
115 if (Game.skill == 6)
118 i = Game.skill;
131 Param.reserves = Ship.reserves = (6 - Game.skill) * 2.0;
142 f = Game.skill;
169 Param.regenfac = (5 - Game.skill) * 0.05;
175 i = Game.skill;
    [all...]
ram.c 91 i = 10 + ranf(20 * Game.skill);
score.c 95 s += (t = 100 * (u = Game.skill));
abandon.c 99 if (Now.bases == 0 || Game.captives < 20 * Game.skill)
attack.c 153 if (hit >= (15 - Game.skill) * (25 - ranf(12))) {
srscan.c 169 printf("Length, Skill %s%s, ", p->abbrev, p->full);
170 p = &Skitab[Game.skill - 1];
trek.h 250 char skill; /* skill rating of player */ member in struct:Game_struct
  /src/games/larn/
diag.c 346 if (c[LEVEL] == 25 && c[EXPERIENCE] > skill[24]) { /* if patch up lev 25
349 tmp = c[EXPERIENCE] - skill[24]; /* amount to go up */
350 c[EXPERIENCE] = skill[24];
data.c 98 skill[c[LEVEL]] is the experience required to attain the next level
101 long skill[] = { variable in typeref:typename:long[]
global.c 41 uses the skill[] array to find level boundarys
48 raiseexperience((long) (skill[c[LEVEL]] - c[EXPERIENCE]));
60 loseexperience((long) (c[EXPERIENCE] - skill[c[LEVEL] - 1] + 1));
74 while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL)) {
103 while (c[EXPERIENCE] < skill[c[LEVEL] - 1]) {
header.h 367 extern long outstanding_taxes, skill[], gltime, c[], cbak[];

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