| Commit message (Collapse) | Author | Age | Files | Lines |
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The only relevant use left, silently opening doors, is now 100% Stealth
(and DEX), rather than 50% Stealth 50% T&D.
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* players lose an extra DEX bonus
* monsters get a 1/5 chance of avoiding unknown traps
* monsters get to shield block
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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.
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Again, it was a change from 3.30, "Linley's Last" [30.03.1999].
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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.
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"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.
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Code no longer calls exercise() specifying skill and extent of
exercise, but instead calls practise() specifying what has
happened.
The exer_type enum values make explicit whether exercise occurs
before or after dealing damage -- that's a big current
difference between melee and spell training.
We can now safely add new practise() hooks without affecting
skill training, and moving to a different exercise model
should be mostly limited to exercise.cc and skills.cc.
Intended functional changes:
* Slouch now exercises after the action like other abilities.
If the original behaviour wa intentional, it'd be better to
lower the training degree instead.
* The dodging mass check no longer affects whether an attack
is considered "perceived". There's still a dubious
one_chance_in(3) regarding perception of dodged attacks.
For generic item evocation, the degree of training is just passed
through as parameter for now -- the evoked item should probably
be passed to practise() and the degree decision made there.
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