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Searched
refs:skill
(Results
1 - 12
of
12
) sorted by relevancy
/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
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[];
Completed in 35 milliseconds
Indexes created Mon Feb 23 16:20:21 UTC 2026