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* Remove the Traps skill.Adam Borowski2013-07-171-7/+0
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* Traps&Doors -> Traps.Adam Borowski2012-07-111-1/+0
| | | | | The only relevant use left, silently opening doors, is now 100% Stealth (and DEX), rather than 50% Stealth 50% T&D.
* Remove the unused EX_WILL_THROW_POTION.Neil Moore2012-05-151-1/+0
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* 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 Borowski2011-11-191-1/+0
| | | | | 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 Borowski2011-11-191-1/+0
| | | | Again, it was a change from 3.30, "Linley's Last" [30.03.1999].
* Replace the unknown skill dance by skill training restrictions.Raphael Langella2011-09-281-0/+1
| | | | | | | | | | | | | | | | | | | | | | | 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.
* Remove some obsolete code.Raphael Langella2011-09-211-2/+0
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* 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.
* Collect calls to exercise() and sort by action instead of skill.Robert Vollmert2010-09-031-0/+52
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.