| Commit message (Collapse) | Author | Age | Files | Lines |
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Since it no longer exists!
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Remove traditional crosstraining.
Replace it with a 20% skillpoint enhancer bonus.
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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.
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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.
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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.
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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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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.
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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.
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Yay for conflicts galore (wax removal, std:: purge, tileidx changes).
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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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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.
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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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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.
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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.
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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
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Also, force reassessment of can_train on load.
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There's no need to skimp on a few tens of bytes in a single short-lived
structure.
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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.
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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.
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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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And a lot of rewritting and cleaning up.
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I'm not sure why, but I had the debug info in my wizard builds.
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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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This does not include skills that are merely forbidden by your god, those
get half the weight for acquirement.
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It breaks ties by using skill_order.
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See #3609.
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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.
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No display of aptitudes, and remove the show all button.
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Down with Enchantments, long live Charms and Hexes!
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