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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-24 14:06:28 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-24 14:06:28 +0000 |
commit | a117fb1baf5f81a56014a174f0400622cdf2ab5d (patch) | |
tree | ebe42721a9dad967d0c1a000a29c1a01920a19f6 /crawl-ref/source/makeitem.cc | |
parent | 33b1249af4f983197d5af346199c5d0a4061835a (diff) | |
download | crawl-ref-a117fb1baf5f81a56014a174f0400622cdf2ab5d.tar.gz crawl-ref-a117fb1baf5f81a56014a174f0400622cdf2ab5d.zip |
Modify quiver to only quiver ammunition explicitly chosen by the player
(via (,) or i, or by the new quivering command). Ammo that just happens
to come next in the fire order is not quivered anymore even if you continue
firing.
Add a new quiver command on Q, and while I was at it, restrict the items
offered when firing (fi) or quivering to actual throwables. (This was a
long outstanding FR.) I think that's it...
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6112 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/makeitem.cc')
-rw-r--r-- | crawl-ref/source/makeitem.cc | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/crawl-ref/source/makeitem.cc b/crawl-ref/source/makeitem.cc index b885d764f8..52989e4462 100644 --- a/crawl-ref/source/makeitem.cc +++ b/crawl-ref/source/makeitem.cc @@ -2596,17 +2596,17 @@ static void _generate_jewellery_item(item_def& item, bool allow_uniques, : get_random_ring_type()); } - // everything begins as uncursed, unenchanted jewellery {dlb}: + // Everything begins as uncursed, unenchanted jewellery {dlb}: item.plus = 0; item.plus2 = 0; item.plus = _determine_ring_plus(item.sub_type); - if ( item.plus < 0 ) + if (item.plus < 0) do_curse_item(item); if (item.sub_type == RING_SLAYING ) // requires plus2 too { - if (item_cursed( item ) && !one_chance_in(20)) + if (item_cursed(item) && !one_chance_in(20)) item.plus2 = -1 - random2avg(6, 2); else { @@ -2615,7 +2615,7 @@ static void _generate_jewellery_item(item_def& item, bool allow_uniques, if (random2(25) < 9) // 36% of such rings {dlb} { // make "ring of damage" - do_uncurse_item( item ); + do_uncurse_item(item); item.plus = 0; item.plus2 += 2; } |