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authorRobert Vollmert <rvollmert@gmx.net>2009-11-22 18:43:00 +0100
committerRobert Vollmert <rvollmert@gmx.net>2009-11-22 20:36:05 +0100
commitc652cbec1739a628f87aedc4874c782429f8d7ce (patch)
tree181fa692ff6cd5e22bc2f49faa44f8a07c7ed027 /crawl-ref/source/player.h
parent1b497b95a98e15058beba1a4304f7dfd9832930b (diff)
downloadcrawl-ref-c652cbec1739a628f87aedc4874c782429f8d7ce.tar.gz
crawl-ref-c652cbec1739a628f87aedc4874c782429f8d7ce.zip
Remove hard skill pool cutoff.
There's now a soft cutoff at player::exp_pool_cutoff() that scales with you.total_skill_points. Above that, you.exp_available is stepped down. It currently starts at ~800 skill points for a new character. A human melee fighter (weapon skill 27, fighting 15, traps 8, armour 15, invo 12) gets around 18000 points (skill level 21). The cutoff is not currently limited. Side-effects are a nerf to the experience card -- it could easily be changed to still give the usual 20000 points.
Diffstat (limited to 'crawl-ref/source/player.h')
-rw-r--r--crawl-ref/source/player.h5
1 files changed, 4 insertions, 1 deletions
diff --git a/crawl-ref/source/player.h b/crawl-ref/source/player.h
index f9779dfa61..c6963afdf0 100644
--- a/crawl-ref/source/player.h
+++ b/crawl-ref/source/player.h
@@ -533,7 +533,10 @@ public:
void set_duration(duration_type dur, int turns, int cap = 0,
const char *msg = NULL);
-
+ // How large can the experience pool grow without loss?
+ int exp_pool_cutoff() const;
+ // Step down experience above cutoff.
+ void step_down_exp_pool();
protected:
void _removed_beholder();