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#          CProps used by the skill system:
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   "skills" 				cprop on player or npc


	A struct/dictionary holding all the corresponding skill data for the player.
	The cprop may have these members:

	
		.skillcap    		holds the value of that player's skillcap (optional!)
 					  -> syntax: integer_value
					  -> default:=700

	        .index                  list of skills known by the player (required)
					  -> syntax: array of skills {<skillname_reference>, <skillname_reference2>,....}
					  -> default_on_init:={}    
					  -> Note: this value is REQUIRED - if missing, the whole skill array reinitializes!

	        [<skillname>]           each of these entries holds the data for a specific skill (optional)
					  -> syntax: {{best_name_string, integer_absolutepoint_value, allowgain:=1, allowdecrease:=0},
						       {subskillname1,integer_absolutepoint_value1,allowgain:=1, allowdecrease:=0}, ...}
	                                  -> defaults do not apply!

		.statcaps               integer, holds the value of that player's statcaps
					  -> syntax: integer_value
					  -> default:=225

	        .stats                  holds the internal calculated stat values
					  -> syntax: {integer_str_pointstatvalue, integer_dex_pointstatvalue, integer_int_pointstatvalue, 
                                               allow_str_gain:=1, allow_dex_gain:=1, allow_int_gain:=1,
					       allow_str_loss:=0, allow_dex_loss:=0, allow_int_loss:=0 }
					  -> default_on_init:={<derived_str_pointvalue>, <derived_dex_pointvalue>, <derived_int_pointvalue>)
					  -> Note: this value is REQUIRED - if missing, the whole skill array reinitializes!

		.activities		array of activities known by the player (see activities.cfg)

			OLD FORMAT:
					  -> syntax: {activity1:=0, activity2:=0. activity3:=0}  (e.g. {1,0,1}
					  -> default:={}
			NEW FORMAT:
					  -> syntax: {activity_string_1, activity_string_2,...}  (e.g. {"eat","sleep","jump",...}
					  -> default:={}

			FIXME: .activity must be able to handle either format!


                .points2spend           An amount of RP bonus points, that the player can spend on boni as he/she chooses.
					  -> syntax: integer
					  -> default:=0
						
                .pointsoflife           RP points earned in the players lifetime. This value is merely statistical. 
					  -> syntax: integer
					  -> default:=0

                .criminalkarma          Players get points for criminal behavior (e.g. murder. This may harm resurrection)
					  -> syntax: integer
					  -> default:=0
                                          
 