| Commit message (Collapse) | Author | Age | Files | Lines |
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pain, since they're no longer marked as useless without it.
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Instances where Darts skill was previously check (such as blow guns,
throwing of darts, etc), now check the throwing skill instead. This
causes a few problems:
* missile acquirement is possibly skewed now
* aptitudes are now wrong, and should be adjusted
This doesn't include code to compensate for large monsters that used to
have a good throwing skills and bad dart skills now using the lower
throwing skill, and vice versa, but it's a major start.
TAG_MAJOR_VERSION was bumped in the previous commit. Hopefully I haven't
broken anything too major, but if so, the commit can be reverted.
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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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This reverts commit 2fc79a6d0d709878025fa1f06cf2a5344098f333.
Didn't work out too well -- it turns out that this starves rarely
trained skills compared to skills that are exercised often (and
usually with empty pool before this change).
That doesn't mean the approach of a never emptying skill pool
couldn't work, but it would require more invasive changes, like
randomly denying exercise of the heavily exercised skills.
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Patch 1744207. Should be easy enough to revert if it doesn't work
out, and seems quite independent from other 0.6 changes. From the
request:
After a while of playing i found that available xp for
exercising skills decreases to zero quickly after gaining it.
It means most skills don't get excercised unless you usually
use them right after fighting.
I hacked my version to randomly deny a skill exercise if you
don't have much available xp. The chance is available xp /
total xp needed this level. Seems to work well - skills are
getting exercised more evenly and it finds its own equilibrium.
You can still do something repeatedly to practice its skill,
just you don't have to do it immediately after killing a
powerful monster.
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it's a weapon of pain.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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The console version still compiles on Linux; both console and
tiles version compile in OS X. I haven't been able to test the
DOS and Windows compiles -- please fix or tell me about any
errors that show up.
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or losing piety or penance, so that Invocations-based titles are handled
properly; don't display Zin's message about mutagenic glow if the player
isn't glowing; and have Zin treat all chaotic spells consistently.
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Remove the sound-strength #defines because they're not used anymore (except
for SL_SPLASH, which has been replaced by its value.)
Change some #defines to const variables.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9087 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8217 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7201 c06c8d41-db1a-0410-9941-cceddc491573
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into a file crawlhistory.txt in docs/obsolete.
I used a perl script to do this under the assumption that all these
change logs used the same system following the keyword "Change History".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6930 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6681 c06c8d41-db1a-0410-9941-cceddc491573
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arithmetic in _exercise2() by pre-multiplying the factors by 10, which
allows crosstraining to work properly when the experience pool isn't
full.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6322 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6319 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6318 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6313 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6311 c06c8d41-db1a-0410-9941-cceddc491573
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weapon if you insist, you just can't quiver it.)
And another general clean-up.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6149 c06c8d41-db1a-0410-9941-cceddc491573
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in a net, specific skills, magic resistance, and which stat to choose.
In a given game you'll only ever see a small fraction of all tutorial
events (we're at 71 now, and some of them are exclusive). In fact, a lot
of the information is so generally useful (esp. on gods, skills and items)
that I'm seriously considering opening up the general information (How do I
use item x? What does Spellcasting do?) to a wider selection of characters.
I don't think we'll want to explain the intricacies of Mummies, Ghouls,
or Vampires, but a lot of this stuff even applies to them... (If we
overhaul the tutorial, it's certainly not a 0.4 target, though.)
Resetting the tutorial version to 8 as we somehow switched from digital
version to binary and back to digital. It will take some time until we
actually reach 110, and by then, I am sure the base files won't be save
compatible anymore. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5777 c06c8d41-db1a-0410-9941-cceddc491573
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* Modify tile_show_items setting in tutorial to (hopefully) show corpses
again.
* Change skill_exp_needed to use the level input rather than decreasing
the passed in parameter, esp. when it was mostly called in the form
skill_exp_needed(x + 1) anyway.
I was trying to find out what went wrong in BR 1929156 but I can't
work out the formula. :(
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5421 c06c8d41-db1a-0410-9941-cceddc491573
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1.) If Beogh can't find a nearby follower in LOS to bless, try again
without the LOS restriction (but still nearby). If this also fails, recall
a small amount of followers (1 + rnd(4) + rnd(4)) on the level. I don't
think there's much harm in Beogh actively doing something you already
have as an invocation as long as it doesn't make the invocation
superfluous (and this doesn't).
In this case, the chance of this happening should probably be lowered,
and actual reinforcement should be rarer still.
2.) Identify magical staves if you have at least 4 skill levels in the
corresponding spell school when wielding it, or gain the 4th level while
wielding it. (I decided on 4 because that is what most mages start out
with in their special school, and it seems a good enough treshold.)
Prior to that, there's still the random identification chance at casting
an appropriate spell, as before.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4639 c06c8d41-db1a-0410-9941-cceddc491573
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Draw player name/race in yellow. Not great, I think; the rest of the
HUD draws labels in, yellow and actual content in white, and this
conflicts with that.
Remove gold; shrink HUD by one line.
Experience: David's idea
Experiment: use ===--- for hp/mp bar
On % screen:
Make spelling and order of AC/Ev/Sh consistent with HUD
Move gold to below HP/MP so god name is not cut off
("The Shining On***" looks awful)
Did not do:
HP->Health on HUD; currently not enough space for "Health: 123/456 (789)"
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4068 c06c8d41-db1a-0410-9941-cceddc491573
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Use skill_name() to describe weapon skills.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3239 c06c8d41-db1a-0410-9941-cceddc491573
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[Side note: rm saves/ * is a bad idea.]
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2945 c06c8d41-db1a-0410-9941-cceddc491573
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* Add zero level invocations to Trog and Ely's religion screens
* Demonspawn get 0-2 additional damage for demonic weapons
(similar to MD + dwarven weapons)
* Darts and Throwing don't crosstrain anymore
* Don't offer "inscribe items" text during tutorial.
* Cleanup and minor fixes of tutorial
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2187 c06c8d41-db1a-0410-9941-cceddc491573
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s/SK_RANGED_COMBAT/SK_THROWING
Only thrown weapons, darts and slings train Throwing
and benefit from this skill. Added Slings/Throwing and
Darts/Throwing to the cross training pairs in skill2.cc.
For most cases ranged combat could be simply replaced with
throwing. For some, such as effSkill in item_use.cc or
starting skills I tried to choose reasonable replacements.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2070 c06c8d41-db1a-0410-9941-cceddc491573
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instead.
Fixed a bug with affix_weapon_enchantment messaging (mea culpa.)
Fixed shatter() messages getting surpressed.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1347 c06c8d41-db1a-0410-9941-cceddc491573
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redraw_dexterity now implies redraw_evasion.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@987 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@924 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@452 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10 c06c8d41-db1a-0410-9941-cceddc491573
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