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authorShmuale Mark <shm.mark@gmail.com>2014-07-06 09:20:32 -0400
committerShmuale Mark <shm.mark@gmail.com>2014-07-06 09:28:14 -0400
commit3167ec3d6532df95e4d16b1ec514199c66ec646d (patch)
treecb70f1159ce9cfaa5a82d1f2c5c748aed6ded7c1 /crawl-ref/source/itemname.cc
parentd9acbb9e23001793bc0acb1b6cfed9dedb9d66b7 (diff)
downloadcrawl-ref-3167ec3d6532df95e4d16b1ec514199c66ec646d.tar.gz
crawl-ref-3167ec3d6532df95e4d16b1ec514199c66ec646d.zip
Remove potions of strong poison.
Their peculiar depth restriction meant that when you found them, they were quite harmless. Even if the restriction were removed, they would be basically the same as potions of poison, since when they might be harmful the player would have little enough HP that the weaker potion could kill them. Their weight is distributed evenly among all other potions -- a very slight buff seems like a fine thing to do, especially since potion generation at D:2-10 isn't considered too good.
Diffstat (limited to 'crawl-ref/source/itemname.cc')
-rw-r--r--crawl-ref/source/itemname.cc6
1 files changed, 1 insertions, 5 deletions
diff --git a/crawl-ref/source/itemname.cc b/crawl-ref/source/itemname.cc
index 0ae5452e4f..75ac0aba74 100644
--- a/crawl-ref/source/itemname.cc
+++ b/crawl-ref/source/itemname.cc
@@ -660,6 +660,7 @@ const char* potion_type_name(int potiontype)
case POT_GAIN_STRENGTH: return "gain strength";
case POT_GAIN_DEXTERITY: return "gain dexterity";
case POT_GAIN_INTELLIGENCE: return "gain intelligence";
+ case POT_STRONG_POISON: return "strong poison";
#endif
case POT_FLIGHT: return "flight";
case POT_POISON: return "poison";
@@ -673,7 +674,6 @@ const char* potion_type_name(int potiontype)
case POT_EXPERIENCE: return "experience";
case POT_MAGIC: return "magic";
case POT_RESTORE_ABILITIES: return "restore abilities";
- case POT_STRONG_POISON: return "strong poison";
case POT_BERSERK_RAGE: return "berserk rage";
case POT_CURE_MUTATION: return "cure mutation";
case POT_MUTATION: return "mutation";
@@ -3059,8 +3059,6 @@ bool is_bad_item(const item_def &item, bool temp)
return true;
case POT_DECAY:
return !you.res_rotting(false);
- case POT_STRONG_POISON:
- return player_res_poison(false, temp) < 3;
case POT_POISON:
// Poison is not that bad if you're poison resistant.
return player_res_poison(false) <= 0
@@ -3348,8 +3346,6 @@ bool is_useless_item(const item_def &item, bool temp)
// Spriggans could argue, but it's too small of a gain for
// possible player confusion.
return player_res_poison(false, temp) > 0;
- case POT_STRONG_POISON:
- return player_res_poison(false, temp) >= 3;
case POT_SLOWING:
case POT_PARALYSIS:
return you.species == SP_FORMICID;