summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/skills2.h
Commit message (Collapse)AuthorAgeFilesLines
* Don't weight Vehumet gifts to compensate for antitrainingNicholas Feinberg2014-08-021-1/+0
| | | | Since it no longer exists!
* Convert crosstraining into an enhancer bonusBrendan Hickey2014-06-121-5/+0
| | | | | Remove traditional crosstraining. Replace it with a 20% skillpoint enhancer bonus.
* Remove Anti-trainingBrendan Hickey2014-06-111-1/+0
| | | | | | | | We made the decision a while ago to remove anti-training. This had come up in discussions about changing crosstraining and it seemed that no one actually likes anti-training. Rather than blocking on cross-training, let's just put this in.
* Clean up the player hp change and calculation functionsgammafunk2014-03-181-2/+0
| | | | | | | Move calc_hp() to player.cc, and fix all but a couple instances where you.hp is changed directly to use set_hp() instead. We'll eventually just move these functions to inline methods for the player class, but this reorganization will do for now.
* Show * crosstrain marker more often (floatingatoll, #8235)Neil Moore2014-03-051-2/+7
| | | | | | | | | | | | | | | | | If the crosstraining-enhanced skill was displayed in the menu for being trainable, but had less than 1.0 skill levels, the crosstrain-granting skill would not get the '*' marker (unless the menu was set to show all). Now show the marker whenever the menu shows the enhanced skill. Doing that without duplicating the menu logic from _show_skill in crosstrain_other required moving crosstrain_other into skill_menu.cc (which was the only thing that called it). It could be made static then, but several utility functions (and a constant) in skills2.cc had to be made non-static, so perhaps it's a wash. Also make the same adjustment to antitrain_other, even though currently that is irrelevant: you must have at least 1.0 skill for antitraining to have an effect.
* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-1/+0
| | | | | 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.
* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-1/+1
|
* Remove the Traps skill.Adam Borowski2013-07-171-6/+2
|
* Allow potions/cards of exp train restricted skillsPekka Lampila2013-06-061-0/+1
|
* Always study all manuals in the inventoryPekka Lampila2013-06-061-1/+1
| | | | | | Multiple manuals for different skills can be used at once. If there are multiple manuals for the same skill, the one with least charges is used up first.
* 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.
* Make some functions static or gone.Adam Borowski2013-01-311-1/+0
|
* Weight Vehumet spell gifts based on your elemental skills.elliptic2013-01-211-0/+3
|
* Display proper Invo title in high score menu (#6489).Neil Moore2013-01-031-2/+4
|
* Don't show the skill menu when quaffing exp with all skills at 27.Adam Borowski2012-10-251-0/+1
|
* Merge branch 'master' into glasnostAdam Borowski2012-08-311-5/+6
|\ | | | | | | Yay for conflicts galore (wax removal, std:: purge, tileidx changes).
| * Use std namespace.Raphael Langella2012-08-261-5/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | 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.
| * Don't force Troglodytes to train magic skills.Neil Moore2012-08-031-0/+1
| | | | | | | | | | | | | | | | Also, remove a few special cases that considered Spellcasting to be non-magic below level one for Troglodytes; this hasn't been necessary since scrolls stopped training Spellcasting in ee84c39. This reverts commit 1d240c20e937d950ff3de459d85665fcc06969ff.
* | Traps&Doors -> Traps.Adam Borowski2012-07-111-1/+1
|/ | | | | The only relevant use left, silently opening doors, is now 100% Stealth (and DEX), rather than 50% Stealth 50% T&D.
* Make some functions static/gone.Adam Borowski2012-06-021-1/+0
|
* Calculate skill cost based on experience instead of skill points.Raphael Langella2012-02-021-1/+1
| | | | | | | | | | | | So it's not influenced by cross/anti training and manuals anymore. Early game cost will raise at the same rate for all backgrounds too. The ones with low skill levels used to have a low cost for a longer time, allowing them to catch up more quickly to the others. Globally, early game cost will raise a bit faster, so this might need to be balanced a bit (although I'm not sure how). On the other hand, the new system is cleaner and simpler. Also, in wizmode, changing skill levels don't have any effect on skill cost anymore, however, changing XL does.
* Remove a number of useless is_invalid_skill() checks.Adam Borowski2011-11-231-1/+5
| | | | | There's no point in ever having gaps in this enum -- even if a skill is removed, it is still valid until a save compat break.
* Make a bunch of functions static, delete some unused junk.Adam Borowski2011-11-111-1/+0
|
* New Ashenzari skill boost formula.Raphael Langella2011-10-251-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The scale is more regular. The formula is: factor * piety_rank * skill_level low bonus -> factor = 3 medium bonus -> factor = 5 high bonus -> factor = 7 low medium high current new current new current new 1 0.7 1.7 1.0 2.5 1.2 3.1 2 1.5 2.2 2.0 3.3 2.5 4.2 3 2.2 2.6 3.0 3.8 3.7 4.9 4 3.0 2.8 4.0 4.2 5.0 5.3 5 3.7 3.0 5.0 4.4 6.2 5.6 6 4.5 3.1 6.0 4.5 7.5 5.7 7 4.2 3.1 5.7 4.5 7.2 5.7 8 4.0 3.0 5.5 4.4 7.0 5.7 9 3.7 2.9 5.2 4.3 6.7 5.6 10 3.5 2.8 5.0 4.2 6.5 5.5 11 3.2 2.7 4.7 4.2 6.2 5.5 12 3.0 2.6 4.5 4.1 6.0 5.4 13 2.7 2.6 4.2 4.1 5.7 5.4 14 2.5 2.5 4.0 4.0 5.5 5.3 15 2.2 2.5 3.7 4.0 5.2 5.2 16 2.0 2.5 3.5 3.9 5.0 5.1 17 1.7 2.4 3.2 3.8 4.7 5.0 18 1.5 2.3 3.0 3.6 4.5 4.9 19 1.2 2.2 2.7 3.5 4.2 4.8 20 1.0 2.2 2.5 3.5 4.0 4.7 21 0.7 2.1 2.2 3.4 3.7 4.6 22 0.5 2.1 2.0 3.3 3.5 4.5 23 0.2 2.0 1.7 3.3 3.2 4.0 24 0.0 2.0 1.5 3.0 3.0 3.0 25 0.0 1.9 1.2 2.0 2.0 2.0 26 0.0 1.0 1.0 1.0 1.0 1.0 27 0.0 0.0 0.0 0.0 0.0 0.0
* Don't crash when a transferred character's aptitudes changed.Adam Borowski2011-10-101-0/+1
| | | | Also, force reassessment of can_train on load.
* Show useless skills as N/A.Adam Borowski2011-09-281-1/+1
|
* Let the saved skill state store skills * 10 (up to 270).Adam Borowski2011-09-221-2/+2
| | | | | There's no need to skimp on a few tens of bytes in a single short-lived structure.
* Add a decimal to the skill level display.Raphael Langella2011-09-211-1/+2
|
* Actually return partial skill values, not progress to next character level.Adam Borowski2011-09-191-0/+1
|
* 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.
* Fix some abuses of "char" as an integer type.Adam Borowski2011-09-011-1/+1
| | | | | | | | | It is meant to store an arbitrary unit of memory (byte since the Stone Age), and details like signedness are undefined. For a "very short int", there are int8_t and uint8_t, with defined semantics. Here, we had chars of -1 used to mark disabled skills, which doesn't work on ARM and PPC.
* Allow choosing skills to train after using a card/potion of experience.Raphael Langella2011-07-221-1/+21
| | | | | | | 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.
* New skill menu switches.Raphael Langella2011-07-041-1/+1
| | | | And a lot of rewritting and cleaning up.
* Move the skill menu into its own file.Raphael Langella2011-07-041-136/+0
|
* Some simplification.Raphael Langella2011-07-041-0/+1
|
* Remove the XP pool from the skill menu.Raphael Langella2011-07-041-7/+5
|
* Gut and parcel out most of stuff.ccAdam Borowski2011-06-041-0/+1
|
* SKill menu: change #ifdef DEBUG by DEBUG_DIAGNOSTICS.Raphael Langella2011-05-201-1/+1
| | | | I'm not sure why, but I had the debug info in my wizard builds.
* Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-5/+4
| | | | | | | "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.
* Reskilling: keep the same letters between the from and to menu.Raphael Langella2011-03-261-1/+1
|
* Don't acquire manuals or sage to utterly useless skills.Adam Borowski2011-03-241-0/+1
| | | | | This does not include skills that are merely forbidden by your god, those get half the weight for acquirement.
* Add a function to compare skill levels.Raphael Langella2011-03-241-0/+1
| | | | It breaks ties by using skill_order.
* Remove debug informations from non-debug builds.Raphael Langella2011-03-241-1/+1
|
* Fix compilation.David Lawrence Ramsey2011-03-221-1/+1
|
* Fix autoexplore stopping with no monster in sight.Raphael Langella2011-03-221-11/+14
| | | | See #3609.
* Remove misleading messages about weapon str/dex weightingChris Campbell2011-03-211-1/+0
| | | | | | Currently str/dex weighting has very little effect - these messages could be reinstated if the str/dex interaction with melee combat is reworked at some point, though.
* Tutorial: simple skill menu.Raphael Langella2011-02-031-14/+15
| | | | No display of aptitudes, and remove the show all button.
* Merge branch 'ench-split'.Adam Borowski2011-01-091-1/+1
|\ | | | | | | Down with Enchantments, long live Charms and Hexes!
| * Merge branch 'master' into ench-splitAdam Borowski2011-01-051-14/+172
| |\
* | | SimplifyRaphael Langella2011-01-081-2/+1
| |/ |/|