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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-03-26 16:31:22 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-03-26 16:31:22 +0000 |
commit | c96ad74301106bbc2163c96ae96590c23feb4a59 (patch) | |
tree | f75dc7bee9ed7ebe65990b1a01ce2a61e243f9f9 /crawl-ref/source/itemprop.h | |
parent | 2f6db23aaa3fcd1984982e0962151ef2003a9b4a (diff) | |
download | crawl-ref-c96ad74301106bbc2163c96ae96590c23feb4a59.tar.gz crawl-ref-c96ad74301106bbc2163c96ae96590c23feb4a59.zip |
Split potions of blood and potions of coagulated blood into two
distinct potion types to make stacking easier. Coagulated blood
is not created randomly, and aging potions of blood turn into
potions of coagulated blood, so none of that changed. Well,
except the name: congealed -> coagulated. This also means that
they now have distinct descriptions, though seeing potions in
your inventory coagulate will identify both of them.
And I checked: potions in shops will coagulate as well and
disappear. Coagulated blood is cheaper, but if you need it you
won't want to wait around, right?
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3884 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/itemprop.h')
-rw-r--r-- | crawl-ref/source/itemprop.h | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/crawl-ref/source/itemprop.h b/crawl-ref/source/itemprop.h index 1ea474ce27..e140abd15f 100644 --- a/crawl-ref/source/itemprop.h +++ b/crawl-ref/source/itemprop.h @@ -18,45 +18,45 @@ enum armour_type { - ARM_ROBE, + ARM_ROBE, // 0 ARM_LEATHER_ARMOUR, ARM_RING_MAIL, ARM_SCALE_MAIL, ARM_CHAIN_MAIL, - ARM_SPLINT_MAIL, + ARM_SPLINT_MAIL, // 5 ARM_BANDED_MAIL, ARM_PLATE_MAIL, ARM_SHIELD, ARM_CLOAK, - ARM_HELMET, + ARM_HELMET, // 10 ARM_CAP, ARM_WIZARD_HAT, ARM_GLOVES, ARM_BOOTS, - ARM_BUCKLER, + ARM_BUCKLER, // 15 ARM_LARGE_SHIELD, ARM_DRAGON_HIDE, ARM_TROLL_HIDE, ARM_CRYSTAL_PLATE_MAIL, - ARM_DRAGON_ARMOUR, + ARM_DRAGON_ARMOUR, // 20 ARM_TROLL_LEATHER_ARMOUR, ARM_ICE_DRAGON_HIDE, ARM_ICE_DRAGON_ARMOUR, ARM_STEAM_DRAGON_HIDE, - ARM_STEAM_DRAGON_ARMOUR, + ARM_STEAM_DRAGON_ARMOUR, // 25 ARM_MOTTLED_DRAGON_HIDE, ARM_MOTTLED_DRAGON_ARMOUR, ARM_STORM_DRAGON_HIDE, ARM_STORM_DRAGON_ARMOUR, - ARM_GOLD_DRAGON_HIDE, + ARM_GOLD_DRAGON_HIDE, // 30 ARM_GOLD_DRAGON_ARMOUR, ARM_ANIMAL_SKIN, ARM_SWAMP_DRAGON_HIDE, ARM_SWAMP_DRAGON_ARMOUR, - ARM_CENTAUR_BARDING, + ARM_CENTAUR_BARDING, // 35 ARM_NAGA_BARDING, - NUM_ARMOURS + NUM_ARMOURS // 37 }; enum armour_property_type @@ -259,11 +259,11 @@ enum missile_type MI_BOLT, MI_DART, MI_NEEDLE, - MI_LARGE_ROCK, + MI_LARGE_ROCK, // 5 MI_SLING_BULLET, MI_JAVELIN, MI_THROWING_NET, - NUM_MISSILES, + NUM_MISSILES, // 9 MI_NONE // was MI_EGGPLANT... used for launch type detection }; @@ -465,8 +465,8 @@ enum weapon_type WPN_KNIFE, WPN_BLOWGUN, WPN_FALCHION, - WPN_BLESSED_BLADE, // 44 - WPN_LONGBOW, + WPN_BLESSED_BLADE, + WPN_LONGBOW, // 45 WPN_LAJATANG, WPN_BARDICHE, |