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authorCharles Otto <ottochar@gmail.com>2009-11-15 00:11:40 -0500
committerCharles Otto <ottochar@gmail.com>2009-11-15 23:46:23 -0500
commit2cc88f46f53a765e1cfaf7214a08540421f7f694 (patch)
tree4d50fa28008d8a4d3af62f0632a4ec1ad3a14992 /crawl-ref/source/main.cc
parent08a05ceabdeee2bdb7f6257b9e5e5ae845159ab2 (diff)
downloadcrawl-ref-2cc88f46f53a765e1cfaf7214a08540421f7f694.tar.gz
crawl-ref-2cc88f46f53a765e1cfaf7214a08540421f7f694.zip
Modify DUR_LIQUID_FLAMES to count delay instead of turns
Decrease (and increase) sticky flames duration by the players delay instead of using perceived turns. This is a behavioral change, previously sticky flame did damage proportional to delay but the counter was only decreased once per perceived turn. Compared to the old behavior slow players take less damage and fast players take more damage over the course of the sticky flame.
Diffstat (limited to 'crawl-ref/source/main.cc')
-rw-r--r--crawl-ref/source/main.cc7
1 files changed, 1 insertions, 6 deletions
diff --git a/crawl-ref/source/main.cc b/crawl-ref/source/main.cc
index 198328964b..41acd40da2 100644
--- a/crawl-ref/source/main.cc
+++ b/crawl-ref/source/main.cc
@@ -2196,12 +2196,7 @@ static void _decrement_durations()
if (_decrement_a_duration(DUR_SLEEP, delay))
you.awake();
- // Sticky flame paradox: It both lasts longer and does more damage
- // overall if you're moving more slowly.
- //
- // Rationalisation: I guess it gets rubbed off/falls off/etc. if you
- // move around more.
- dec_napalm_player();
+ dec_napalm_player(delay);
if (_decrement_a_duration(DUR_ICY_ARMOUR, delay,
"Your icy armour evaporates.", coinflip(),