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authorChris Campbell <chriscampbell89@gmail.com>2013-12-22 18:32:06 +0000
committerChris Campbell <chriscampbell89@gmail.com>2013-12-22 18:43:26 +0000
commit25a9b7f745d66657bdd2795c23ff73cea837d533 (patch)
tree0dd287b9d7f7b9eba16d5a48ab9223cf08f71649 /crawl-ref/source/art-func.h
parent48c4fedd086ded91b21e3b822b2f695932486f4e (diff)
downloadcrawl-ref-25a9b7f745d66657bdd2795c23ff73cea837d533.tar.gz
crawl-ref-25a9b7f745d66657bdd2795c23ff73cea837d533.zip
Make the Singing Sword's low tension speech cosmetic only (no noise)
Since otherwise it's easier and safer to just unwield while travelling anyway. When monsters are around it is noisy as usual.
Diffstat (limited to 'crawl-ref/source/art-func.h')
-rw-r--r--crawl-ref/source/art-func.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/crawl-ref/source/art-func.h b/crawl-ref/source/art-func.h
index b9cbab9d03..e51887b946 100644
--- a/crawl-ref/source/art-func.h
+++ b/crawl-ref/source/art-func.h
@@ -352,14 +352,14 @@ static void _SINGING_SWORD_unequip(item_def *item, bool *show_msgs)
static void _SINGING_SWORD_world_reacts(item_def *item)
{
int tension = get_tension(GOD_NO_GOD);
- int tier = (tension <= 0) ? 1 : (tension < 40) ? 2 : 3;
+ int tier = (tension <= 0) ? 0 : (tension < 40) ? 1 : 2;
bool silent = silenced(you.pos());
string old_name = get_artefact_name(*item);
string new_name;
if (silent)
new_name = "Sulking Sword";
- else if (tier < 3)
+ else if (tier < 2)
new_name = "Singing Sword";
else
new_name = "Screaming Sword";
@@ -370,14 +370,14 @@ static void _SINGING_SWORD_world_reacts(item_def *item)
}
// not as spammy at low tension
- if (!x_chance_in_y(7, (tier == 1) ? 1000 : (tier == 2) ? 100 : 10))
+ if (!x_chance_in_y(7, (tier == 0) ? 1000 : (tier == 1) ? 100 : 10))
return;
// it will still struggle more with higher tension
if (silent)
tier = 0;
- if (tier == 3 && one_chance_in(10))
+ if (tier == 2 && one_chance_in(10))
tier++; // SCREAM -- double damage
const char *tenname[] = {"silenced", "no_tension", "low_tension",
@@ -388,13 +388,13 @@ static void _SINGING_SWORD_world_reacts(item_def *item)
msg = maybe_pick_random_substring(msg);
msg = maybe_capitalise_substring(msg);
- const int loudness[] = {0, 2, 15, 25, 35};
+ const int loudness[] = {0, 15, 25, 35};
item_noise(*item, msg, loudness[tier]);
- if (tier < 3)
+ if (tier < 2)
return; // no damage on low tiers
- sonic_damage(tier == 4);
+ sonic_damage(tier == 3);
}
////////////////////////////////////////////////////