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author | Shmuale Mark <shm.mark@gmail.com> | 2014-03-25 13:42:41 -0400 |
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committer | Shmuale Mark <shm.mark@gmail.com> | 2014-03-25 14:12:29 -0400 |
commit | 4d4824d9fdf888e91b1d4bd7dcaddcccfd92e337 (patch) | |
tree | 75187f3fef7d9ef083fd2ea508aa5fd24dc46a08 /crawl-ref/source/output.cc | |
parent | 6eebc767a845cf4ec8e6ba11e1dc671b2849b3a0 (diff) | |
download | crawl-ref-4d4824d9fdf888e91b1d4bd7dcaddcccfd92e337.tar.gz crawl-ref-4d4824d9fdf888e91b1d4bd7dcaddcccfd92e337.zip |
Rework the icemail mutation.
It's been said that the main effect is to turn your AC permanently
red. Although in a branch without fire attacks this wouldn't be as
true, the fact remained that it made optimal play waiting around
for 300 (!) turns after dissipation, the only cost being hunger.
Icemail is now binary, turning off when hit by fire, and after 300
aut (a reasonable rest time after a fight) coming back again with
all 10 AC. While active, it turns the AC display blue, and when
dissipated, normal; displaying like that seems to work well for
Lava Orcs. Casting fire spells will not disrupt it, or Condensation
Shield or Ozocubu's Armour; for the latter two, having to train both
fire and ice is enough of a deterrent to make it not a "no-brainer"
(as the comment called it).
Diffstat (limited to 'crawl-ref/source/output.cc')
-rw-r--r-- | crawl-ref/source/output.cc | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/crawl-ref/source/output.cc b/crawl-ref/source/output.cc index 8f6d6173a0..dd2aacbb9f 100644 --- a/crawl-ref/source/output.cc +++ b/crawl-ref/source/output.cc @@ -748,10 +748,8 @@ static void _print_stats_ac(int x, int y) { // AC: CGOTOXY(x+4, y, GOTO_STAT); - if (you.duration[DUR_ICY_ARMOUR] || player_stoneskin()) + if (you.duration[DUR_ICY_ARMOUR] || player_stoneskin() || player_icemail_armour_class()) textcolor(LIGHTBLUE); - else if (you.duration[DUR_ICEMAIL_DEPLETED] > ICEMAIL_TIME / ICEMAIL_MAX) - textcolor(RED); else textcolor(HUD_VALUE_COLOUR); string ac = make_stringf("%2d ", you.armour_class()); |