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* Remove darts.Shmuale Mark2014-05-301-1/+0
| | | | | | | | | | They don't have much use outside the first level of D (possibly also the second): popping spores, killing slow things, waking up sleeping monsters, etc. are all served just as well by stones, and anybody who really wants to do damage with throwing would be better served with tomahawks before they find javelins. For one case where they could be useful (dispersal), tomahawks have been given a chance at the dispersal brand.
* Remove player burden and carrying capacitygammafunk2014-05-261-4/+1
| | | | | | | | | | | Item inventory weights (based on item mass) generally don't lead to meaningful decisions that justify the inventory juggling and interface problems that come from having burden states. The 52-slot limit is a better system for limiting inventory and providing inventory-related decisions because it's not so fine-grained and doesn't require the player to examine weights for each slot. Work is ongoing to improve the slot system by consolidating food types and handling strategic consumables in a different way.
* Exercise fighting when hit (#8578)Sandman252014-05-201-0/+2
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* Qazlal: Disaster Area.Steve Melenchuk2014-05-071-0/+2
| | | | Effectively a wide-area Upheaval.
* Qazlal: Elemental Force.Steve Melenchuk2014-05-071-0/+2
| | | | | | | Causes clouds arounds you to coalesce into elementals, with friendliness depending on the source of the cloud. Thanks to dpeg for suggesting this be an active ability.
* Qazlal: Upheaval.Steve Melenchuk2014-05-071-0/+2
| | | | | | Smite-targeted attack; blasts a small area with magma, ice, wind, or rubble. Magma can temporarily create lava; ice flash-freezes enemies; wind creates storm clouds; rubble can destroy walls.
* s/Dithmengos/Dithmenos/ (dpeg).Steve Melenchuk2014-02-101-4/+4
| | | | | At least three devs are probably waiting for this to be pushed if they're not about to push it themselves. So now it's done.
* Dith active abilities depend on Invocations.Steve Melenchuk2014-02-101-0/+4
| | | | | | | | | For Shadow Step it's just a (fairly low) fail rate check; for Shadow Form it's a rather high threshold and also determines the duration of the transformation. All your favorite passive abilities are still entirely piety-based - rejoice!
* Don't use invocations skill for Jiyva abilitiesChris Campbell2013-11-211-6/+0
| | | | | | | Slimify was the only ability that used it for anything other than success rate, and even then power was only of very marginal use and more than a few points of invocation was never necessary. Base success rate and slimify power on piety instead.
* Make evokable jump weight evocations in auto skill modeChris Campbell2013-10-031-0/+2
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* A new throwing missile, tentantively named "tomahawk".Adam Borowski2013-09-221-0/+1
| | | | | | | | | | The name is somewhat problematic, as real tomahawks were fit for melee (just like hand axes...). It's mostly because a few bailey_axe vaults want something that resembles an axe, but I'd rather axe or redesign those vaults than have them block better alternatives. The balance purpose is to have something between darts (damage 2) and javelins (damage 10), for use by orcs, orc warriors and merfolk.
* Get rid of random_shuffle().Adam Borowski2013-09-101-1/+1
| | | | | | | | | | | | | | | | | | This should hopefully make games from the same seed proceed the same on all architectures[1], as I can't think of anything else that behaves differently based on pointer size, endianness or exact pointer values. I used a NIH implementation instead of passing a third argument to random_shuffle, as the interface is so much nicer. [1]. This will be affected by terminal size (elemental colours are not resolved outside the screen), tile windows size (random animations), tiles/non-tiles and possibly others. Also, I don't think we use STL hashes anywhere, but if we'd do, the STL implementation will matter. Please don't make this stop you: this commit is only to make test cases from my stress tests portable which is a small benefit, perhaps even smaller than the nicer call interface.
* Remove the Traps skill.Adam Borowski2013-07-171-31/+0
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* Make the ring of teleport control's effect evokable instead of passiveChris Campbell2013-04-091-0/+2
| | | | | Making it require investment in evocations to use as well as a turn to activate adds a little more thought to the process of using it.
* The Stabbing skill went to a dark alley, and, you know...Adam Borowski2013-04-011-1/+1
| | | | | | | | | | | | Per one of proposals, its effect is now an average of the weapon skill and Stealth. Stabbing tiers remain as before: * daggers * other short blades * long blades, spears, small club * other stuff Let's see how this works. We can always change the formulas, and at least the skill is gone.
* Give the cloak of the Thief an evokable ability to release fogChris Campbell2012-11-181-0/+2
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* Replace levitation with flight and remove controlled flight (elliott)Chris Campbell2012-11-071-2/+2
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* Merge branch 'master' into glasnostAdam Borowski2012-08-311-22/+22
|\ | | | | | | Yay for conflicts galore (wax removal, std:: purge, tileidx changes).
| * Use std namespace.Raphael Langella2012-08-261-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | I had to rename distance() (in coord.h) to distance2() because it conflicts with the STL function to compare 2 iterators. Not a bad change given how it returns the square of the distance anyway. I also had to rename the message global variable (in message.cc) to buffer. I tried to fix and improve the coding style has much as I could, but I probably missed a few given how huge and tedious it is. I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool and util/levcomp.*, because I have no clue about those.
| * Drop a bunch of parentheses from return statements.Adam Borowski2012-08-081-19/+19
| | | | | | | | | | This is incomplete, partially because of me getting bored, partially because of doubts about the point of leaving simple addition/etc in parentheses.
* | Traps&Doors -> Traps.Adam Borowski2012-07-111-8/+7
|/ | | | | The only relevant use left, silently opening doors, is now 100% Stealth (and DEX), rather than 50% Stealth 50% T&D.
* Drop parentheses around scalar values in "return".Adam Borowski2012-07-051-13/+13
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* Remove a good deal of header inclusion.Adam Borowski2012-05-231-2/+0
| | | | | | | | | These accumulate but never get removed; no wonder compilation times keep rising. The includes.sh script has lots of false negatives (and positives...), and can't check .h files which cause the biggest slowdown, it'd be nice to run multidelta on those somehow.
* Remove the unused EX_WILL_THROW_POTION.Neil Moore2012-05-151-1/+0
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* Remove restrictions on armour training.Raphael Langella2012-04-081-4/+0
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* New Nemelex ability: Deal Four.Neil Moore2012-03-161-0/+3
| | | | | | | | | | | | | | | You draw four cards from the top of the deck and play them immediately (in sequence, but taking a single turn). To balance this: * It doesn't work on marked decks. * The MP, piety, and hunger costs are quite high. * The rest of the deck is destroyed. * If there weren't enough cards, you "get to" deal a card from the deck of punishments (just one, not the number of cards you lacked). This probably needs more tweaking. In particular, the MP cost is high (to limit spamming the ability in combat), but it may be so high as to cause a problem for non-casters of certain races.
* Remove Nemelex's Mark Four abilityChris Campbell2012-03-161-3/+0
| | | | | Triple Draw and Stack Five make it fairly redundant (and are more interesting/core abilities).
* Remove the Holy spell school.Adam Borowski2012-03-081-3/+0
| | | | | It has been gone for players since forever, has no effect on monsters except for a redundant check, needs to be kludged around to exclude.
* Hopefully fix Mantis 5095.David Lawrence Ramsey2011-12-201-0/+1
| | | | | This is a partial revert of a664e83. Apparently, the placeholders need to be handled in order for abil_skill() to deal with them properly.
* Unify missile traps for players vs monsters.Adam Borowski2011-11-271-1/+0
| | | | | | * players lose an extra DEX bonus * monsters get a 1/5 chance of avoiding unknown traps * monsters get to shield block
* Don't exercise melee skills <1 when bashing plants either.Adam Borowski2011-11-191-11/+2
| | | | | Wizards cutting their way through plants doesn't mean they care about the weapon -- and if they do, they'll hit actual popcorn monsters too.
* Revert "It's now possible to get level 1 Spellcasting just by reading scrolls".Adam Borowski2011-11-191-4/+0
| | | | Again, it was a change from 3.30, "Linley's Last" [30.03.1999].
* Temporal Distortion: a new Chei ability to help against ranged attackersChris Campbell2011-10-301-0/+2
| | | | | | | | | | | It's essentially just a very low duration step from time, with the result that monsters will approach the player, possibly bringing them into range for Bend Time and allowing the player to spend less turns being pelted by missiles. Probably needs lots of testing and tweaking! Additional changes: Bend Time moved to the 1* piety level, bonus resistances removed (now Chei worshippers can wear randarts there's not as much justification for them).
* Replace the unknown skill dance by skill training restrictions.Raphael Langella2011-09-281-9/+5
| | | | | | | | | | | | | | | | | | | | | | | There's no more restriction on training unknown skills. By default, they are disabled in manual mode and enabled in auto mode, but they can be freely toggled if restrictions are met. A skill can be trained if there's any available mean of exercising it. Fighting, throwing, dodging, stealth, stabbing, T&D, UC and spellcasting can always be trained. Weapon skills require carrying a weapon of the type. Armour requires wearing an armour with an evasion penalty. Shields needs either wearing a shield, knowing condensation shield or being able to cast it from a rod of warding or having the divine shield ability. Evocations requires carrying an evocable item, or having a Nemelex ability. Spell schools require knowing a spell of the school (Necromancy can be trained with having a Kiku ability). Invocations requires having any divine ability that exercises it. For edge cases, requirements are a bit loose. No need to carry missiles to train throwing (or it disables itself when you run out), no minimum spell success, no cap on skill level with buckler and leather for example.
* Merge Ely's Restoration into the Purification ability, increase its cost a ↵Chris Campbell2011-09-241-3/+1
| | | | little (#4591)
* Don't exercise armour if EVP is null.Raphael Langella2011-09-211-0/+4
| | | | | | The exercise check is based on armour mass. Any armour heavier than animal skin has a chance off exercising armour. This change only affect steam dragon armour which is slightly heavier than animal skin but still has an EVP of 0.
* Remove some obsolete code.Raphael Langella2011-09-211-10/+0
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* Give you.skill() a "scale" argument for partial skills, make callers use it.Adam Borowski2011-09-191-1/+1
| | | | | | | Almost all uses have been converted, the only major one is unarmed base damage. For users of raw you.skills[], hp and mp calculations have been changed as well. you.skill() doesn't actually return partial values yet.
* Slightly increase the rate of stealth passive training.Raphael Langella2011-07-141-1/+1
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* Slow down the training of ranged combat skills.Raphael Langella2011-07-141-10/+4
| | | | | | | | | 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.
* Slow down the training of spells with a conjuration component.Raphael Langella2011-07-081-4/+17
| | | | | | Since those spells are usually cast very often, their schools tend to get an unnatural high training. Chance to exercise the skills is higher for multi school spells.
* Increase the amount of spellcasting exercises when casting.Raphael Langella2011-07-071-2/+1
| | | | | In auto mode, it should train at about half the speed of the magic school skill for single school spells, and same speed for dual-school spells.
* Increase the frequency of exercises for the fighting skill.Raphael Langella2011-07-071-1/+1
| | | | | from 1/3 to 1/2. Should make it easier to gain and give better results in auto mode.
* New skill training system.Raphael Langella2011-07-041-16/+5
| | | | | | | Exercised are stored in a queue and skills are trained immediately when XP is gained. There's a manual mode in which only the selected skills are trained. No XP pool. No victory dancing.
* Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-5/+5
| | | | | | | "File:" is shown in your editor's status bar. "Written by:" was used only for the first person who changed a file. We got git for that now, and pre-DCSS history is so woefully inaccurate it doesn't really matter.
* Use necro skill for Kiku's invocations.Adam Borowski2011-02-241-1/+5
| | | | | | | | There's usually no need to use Receive Corpses often until Pan, so the only ways to get Invo 27 for high-end corpses were extreme victory dancing or using another god. For this reason I didn't make Torment require skill before, it does so now.
* Okawaru: Haste -> Finesse.Adam Borowski2011-02-021-2/+2
| | | | | | | A double speed boost (rather than mere 1.5x), but affects only combat (melee and ranged). This is a part of Okawaru's nerf. The ability doesn't need as much victory dancing of Invocations.
* Okawaru: Might -> Heroism.Adam Borowski2011-02-021-2/+2
| | | | | | | | | | | | | | It increases all non-magic skills by 10 (we might need to adjust this number). Evoc and Invoc count as magic here. No skill is increased past 27. HP bonus from Fighting is not affected. Because gains from weapon skills taper off, this ability is very useful early on but weak later, up to uselessness with all relevant skills maxxed (when you actually are a "hero"). Unlike Might, there are fun possibilities like using this to briefly use a weapon you are unskilled in -- and it doesn't duplicate a potion.
* Replace int by skill_type whenever possibleRaphael Langella2010-10-271-1/+1
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* Massive spacing fixes: "( spaces after parentheses )".Adam Borowski2010-10-151-5/+5
| | | | | | I did review it manually to find places where they made sense (like some tables), but for a massive sed job like this there might be places that I missed.