| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
It was not sprinty enough before; as a multi level branch it fits even less.
This saves us the need to fix related crashes :p
|
| |
|
| |
|
|
|
|
|
| |
Since the tag for each gametype is now just the name of that gametype,
_choose_gamemode_map() can just look the maps up itself.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
| |
Sprint skill training degree is 27x, which only affects amount of exp pool used
for training, but the actual xp multiplier is 9x.
Thanks to rob for the correction.
This reverts commit b380bfe67f175be2305a06cd113d457ec8fc65b9.
|
| |
|
|
|
|
|
|
| |
There was a 9x increase due to scaled monster XP and a 9x increase
due to scaled piety gain. The exercise amount is now scaled back
down for piety gain purposes.
|
|
|
|
| |
Needs work; the menu column size is probably too small for Sprint map names.
|
|
|
|
| |
The menu will show up once more than one sprint map exists.
|
|
|
|
|
|
| |
13:37 <@dpeg> still another alternative, to make it more sprint-like:
more (or better, tougher) monsters, no items, no xp, no piety, more
exits
|
|
Hopefully I didn't screw anything up! Things seem to be working okay...
needs more testing!
|