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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2009-01-01 23:20:18 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2009-01-01 23:20:18 +0000
commit151e03aa3be3015e394dba00cc16e8024031c87f (patch)
tree4e3febf2b67c54ef87b348cbb0ba17e0be1db079 /crawl-ref/source/delay.cc
parent9bd7a3af19172474a95751224c4bb2f5e7e31ac3 (diff)
downloadcrawl-ref-151e03aa3be3015e394dba00cc16e8024031c87f.tar.gz
crawl-ref-151e03aa3be3015e394dba00cc16e8024031c87f.zip
Add various long-standing skeleton changes, to compensate for their
stairs-related weakness: * For consistency, skeletons created by vampire draining now have the normal duration of 200, instead of 90. To compensate for this, they are left 25% of the time imstead of 75%. * Skeletons can now be left after butchering corpses, with the same chance of 25%, so that vampires don't have an exclusive advantage. * Monsters that eat corpses (and effectively butcher them) can leave skeletons from doing so, with the same chance of 25%. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8095 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/delay.cc')
-rw-r--r--crawl-ref/source/delay.cc18
1 files changed, 10 insertions, 8 deletions
diff --git a/crawl-ref/source/delay.cc b/crawl-ref/source/delay.cc
index aa0cd0bc30..e3fef159d0 100644
--- a/crawl-ref/source/delay.cc
+++ b/crawl-ref/source/delay.cc
@@ -465,12 +465,11 @@ void stop_delay( bool stop_stair_travel )
item_def &corpse = (delay.parm1 ? you.inv[delay.parm2]
: mitm[delay.parm2]);
- if (mons_skeleton(corpse.plus))
- {
- mpr("All blood oozes out of the corpse!");
- bleed_onto_floor(you.pos(), corpse.plus, delay.duration, false);
- turn_corpse_into_skeleton(corpse, 90);
- }
+ mpr("All blood oozes out of the corpse!");
+ bleed_onto_floor(you.pos(), corpse.plus, delay.duration, false);
+
+ if (mons_skeleton(corpse.plus) && one_chance_in(4))
+ turn_corpse_into_skeleton(corpse);
else
{
if (delay.parm1)
@@ -1093,7 +1092,7 @@ static void _finish_delay(const delay_queue_item &delay)
vampire_nutrition_per_turn(corpse, 1);
if (mons_skeleton(corpse.plus) && !one_chance_in(4))
- turn_corpse_into_skeleton(corpse, 90);
+ turn_corpse_into_skeleton(corpse);
else
{
if (delay.parm1)
@@ -1214,7 +1213,10 @@ static void _finish_delay(const delay_queue_item &delay)
item_def &corpse = mitm[delay.parm1];
- turn_corpse_into_chunks(corpse);
+ if (mons_skeleton(corpse.plus) && one_chance_in(4))
+ turn_corpse_into_skeleton_and_chunks(corpse);
+ else
+ turn_corpse_into_chunks(corpse);
if (you.duration[DUR_BERSERKER]
&& you.berserk_penalty != NO_BERSERK_PENALTY)