Searched refs:SKILL_STEP (Results 1 – 8 of 8) sorted by relevance
82 tmp = lvl - ((school_spells[s].skill_level - 1) * (SKILL_STEP / 10)); in lua_get_level()83 lvl = (tmp * (max * (SKILL_STEP / 10)) / (SKILL_MAX / 10)) / (SKILL_STEP / 10); in lua_get_level()88 lvl = (tmp * (max * (SKILL_STEP / 10)) / (SKILL_MAX / 10)) / (SKILL_STEP / 10); in lua_get_level()
45 return (p_ptr->s_info[skill].value / SKILL_STEP); in get_skill()55 return (((p_ptr->s_info[skill].value / 10) * (scale * (SKILL_STEP / 10)) / in get_skill_scale()57 (SKILL_STEP / 10)); in get_skill_scale()199 …fff, "%-50s%02d.%03d", buf, p_ptr->s_info[i].value / SKILL_STEP, p_ptr->s_info[i].value % SKILL_ST… in dump_skills()272 p_ptr->s_info[i].value / SKILL_STEP, p_ptr->s_info[i].value % SKILL_STEP, in print_skills()278 p_ptr->s_info[i].value / SKILL_STEP, p_ptr->s_info[i].value % SKILL_STEP), in print_skills()
78 s = (p_ptr->s_info[skill].value / SKILL_STEP); in get_skill()82 return (p_ptr->s_info[skill].value / SKILL_STEP); in get_skill()102 if (s > (p_ptr->lev + 2) * SKILL_STEP) s = (p_ptr->lev + 2) * SKILL_STEP; in get_skill_scale()718 …if ((p_ptr->s_info[i].value / SKILL_STEP) >= p_ptr->lev + 2) /* <- this allows limit breaks at ve…732 …old_value = (p_ptr->s_info[i].value - (p_ptr->s_info[i].value % (SKILL_STEP / 10))) / (SKILL_STEP …
279 tmp = lvl - ((school_spells[s].skill_level - 1) * (SKILL_STEP / 10)); in lua_get_level()280 lvl = (tmp * (max * (SKILL_STEP / 10)) / (SKILL_MAX / 10)) / (SKILL_STEP / 10); in lua_get_level()287 lvl = (tmp * (max * (SKILL_STEP / 10)) / (SKILL_MAX / 10)) / (SKILL_STEP / 10); in lua_get_level()
8307 long skill_trauma = get_skill(p_ptr, SKILL_TRAUMATURGY) * SKILL_STEP;
102 #define SKILL_STEP 1000 /* 1 skill point */ macro
7437 #define SKILL_STEP 1000 /* 1 skill point */ macro
160 bonus = bonus + (__schools[sch].bonus_level() * SKILL_STEP)