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authorRaphael Langella <raphael.langella@gmail.com>2011-07-13 22:16:44 +0200
committerRaphael Langella <raphael.langella@gmail.com>2011-07-14 01:11:14 +0200
commiteda2377fe45221612a7f0478ffaaa5f8a7ebde22 (patch)
tree3e2d60ddc60d93a4b3d89e431111750228f242fd /crawl-ref/source/exercise.cc
parentdf7ea41f5e99f64a97782ef7f9ed4c4a6887d7aa (diff)
downloadcrawl-ref-eda2377fe45221612a7f0478ffaaa5f8a7ebde22.tar.gz
crawl-ref-eda2377fe45221612a7f0478ffaaa5f8a7ebde22.zip
Slow down the training of ranged combat skills.
The ones dealing the less damage (darts and slings) trained the faster, which is the opposite of what I did with melee weapon. Let's start by reducing them all to 1 exercise per firing and we'll see if a similar mechanism to melee weapon is needed. Throwing stones and large rock only exercised half the time, this hasn't been increased.
Diffstat (limited to 'crawl-ref/source/exercise.cc')
-rw-r--r--crawl-ref/source/exercise.cc14
1 files changed, 4 insertions, 10 deletions
diff --git a/crawl-ref/source/exercise.cc b/crawl-ref/source/exercise.cc
index 53b6f7a7de..2a76851034 100644
--- a/crawl-ref/source/exercise.cc
+++ b/crawl-ref/source/exercise.cc
@@ -364,12 +364,10 @@ void practise(exer_type ex, int param1)
switch (sk)
{
case SK_SLINGS:
- deg = 1 + random2avg(3, 2);
- break;
- case SK_THROWING:
+ case SK_THROWING: // Probably obsolete.
case SK_BOWS:
case SK_CROSSBOWS:
- deg = coinflip() ? 2 : 1;
+ deg = 1;
break;
default:
break;
@@ -381,15 +379,11 @@ void practise(exer_type ex, int param1)
switch (param1) // missile subtype
{
case MI_DART:
- deg = 1 + random2avg(3, 2) + coinflip();
- break;
case MI_JAVELIN:
- deg = 1 + coinflip() + coinflip();
- break;
case MI_THROWING_NET:
- deg = 1 + coinflip();
+ deg = 1;
break;
- default:
+ default: // Throwing stones and large rocks.
deg = coinflip();
break;
}