Re: [Code] Skill-percentages

From: Daniel Koepke (dkoepke@CALIFORNIA.COM)
Date: 02/20/98


On Sat, 21 Feb 1998, Christoffer Lundberg wrote:

->I have a little problem. I have made it so that only skills you have got
->more than 0% will show on the practice-menu. Now, when you level and gain
->the skills determined by spell_level they won't show because they start at
->0%. How can I make them start at 1% when you receive them at the
->appropriate level?

In the advance_level() function add a little block of code to go
through and find if the person has a skill yet, and if it is 0 then
set it to one?  Something like:

  extern struct spell_info_type spell_info[TOP_SPELL_DEFINE+1];
  int i;
  for (i = 0; i < GET_SKILLS; i++)
    if (GET_LEVEL(ch) >= spell_info[i].min_level[(int)GET_CLASS(ch)] &&
        !GET_SKILL(ch, i))
      SET_SKILL(ch, i, 0);

This is Mailer Code(tm)...No, I don't own "Bad Thing", but I'm pretty
sure I own the trademark on that.

-dak


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