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authorRaphael Langella <raphael.langella@gmail.com>2012-02-02 14:51:52 +0100
committerRaphael Langella <raphael.langella@gmail.com>2012-02-02 17:21:14 +0100
commit5d81417deefa0dfb904f29520241224ee9e29368 (patch)
treeb45496750fe551bcedb6c41c5fc9ca32bf649a8a /crawl-ref/source/skills2.h
parentdde76948a4650b47ed43420ff4ebd4abefd44df2 (diff)
downloadcrawl-ref-5d81417deefa0dfb904f29520241224ee9e29368.tar.gz
crawl-ref-5d81417deefa0dfb904f29520241224ee9e29368.zip
Calculate skill cost based on experience instead of skill points.
So it's not influenced by cross/anti training and manuals anymore. Early game cost will raise at the same rate for all backgrounds too. The ones with low skill levels used to have a low cost for a longer time, allowing them to catch up more quickly to the others. Globally, early game cost will raise a bit faster, so this might need to be balanced a bit (although I'm not sure how). On the other hand, the new system is cleaner and simpler. Also, in wizmode, changing skill levels don't have any effect on skill cost anymore, however, changing XL does.
Diffstat (limited to 'crawl-ref/source/skills2.h')
-rw-r--r--crawl-ref/source/skills2.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/skills2.h b/crawl-ref/source/skills2.h
index 7fcc1b70c6..677bbafb12 100644
--- a/crawl-ref/source/skills2.h
+++ b/crawl-ref/source/skills2.h
@@ -23,7 +23,7 @@ struct skill_state
FixedVector<unsigned int, NUM_SKILLS> ct_skill_points;
FixedVector<uint8_t, NUM_SKILLS> skill_order;
int skill_cost_level;
- int total_skill_points;
+ unsigned int total_experience;
bool auto_training;
int exp_available;
int manual_charges;