| Commit message (Collapse) | Author | Age | Files | Lines |
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Remove traditional crosstraining.
Replace it with a 20% skillpoint enhancer bonus.
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Including skill descriptions, the skill menu flag, the penalty
multiplier constant, and a comment.
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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When loading the save, go back to the skill menu. The title is a bit generic
since we can't know if the XP was from a card or a potion.
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Not everything was being reset, causing crashes the second time the menu
was entered.
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Does the same as shift-letter.
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Better that than a static member of 2 (and soon 3) other classes.
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Scale up with the tile_cell_pixels option, and scale down when the
resolution is too low (instead of disabling tiles).
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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.
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ctrl+letter doesn't work for several letters in console and in webtiles.
If more than 26 skills can be trained, the 27th+ are mapped to numbers
(and they cannot be single-selected with shift number).
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The skill menu is shown and the player can toggle skills and use focus. The
level reached by each skill is showned.
This is to prevent players from having to adjust skills before quaff iding or
drawing from wonders in case of experience.
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It doesn't make sense to use props since it's not temporary at all. Also
simplify a bit the code and future proof the handling of invalid states.
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Works in both manual and automatic modes.
Fix a bug in auto mode when none of the enabled skills have been exercised
recently. And also fix #4241.
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Also simplify a bit the code for the skill screen layout. I didn't purge the
do switch from the code because I might use it for something else later.
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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.
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And a lot of rewritting and cleaning up.
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