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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-15 18:40:14 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-15 18:40:14 +0000
commit400f2b68e5b68aae60af8465a9f5a5f07b05e714 (patch)
treebc7507cc7a8cfa5351e4569f4eb1b6236778e16d /crawl-ref/source/spl-book.cc
parent2b03b7a4abe79bb22c4419bce69c7135bb1f0d2b (diff)
downloadcrawl-ref-400f2b68e5b68aae60af8465a9f5a5f07b05e714.tar.gz
crawl-ref-400f2b68e5b68aae60af8465a9f5a5f07b05e714.zip
Allow vampires to mutate when Satiated or higher, and make non-physical
mutations only apply at these hunger levels, too. Differentiated mutations into physical (affecting a character's appearance and stuff: scales, hooves, wings, ...) and internal (resistances etc.). I guess this is what people usually refer to as "cosmetic", which I think is an inaccurate description since it makes it sound like they were completely superficial and had no real effect. Here's a list of arbitrarily chosen "physical" mutations: * tough skin, all scales, and fur * strong/clever/agile, and weak/dopey/clumsy * deformed * strong but stiff, and flexible but weak * frail, and robust * claws, fangs, hooves, talons, and horns * stinger, wings * blue/green marks Mutations currently not applying are still listed on the 'A' screen, though in darkgrey and in (brackets). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4246 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/spl-book.cc')
-rw-r--r--crawl-ref/source/spl-book.cc6
1 files changed, 3 insertions, 3 deletions
diff --git a/crawl-ref/source/spl-book.cc b/crawl-ref/source/spl-book.cc
index ff1482983a..a9f27709e7 100644
--- a/crawl-ref/source/spl-book.cc
+++ b/crawl-ref/source/spl-book.cc
@@ -21,7 +21,7 @@
#include <string.h>
#ifdef DOS
-#include <conio.h>
+ #include <conio.h>
#endif
#include "externs.h"
@@ -1325,8 +1325,8 @@ bool learn_spell(int book)
return (false);
}
- if (you.mutation[MUT_BLURRY_VISION] > 0
- && random2(4) < you.mutation[MUT_BLURRY_VISION])
+ if (player_mutation_level(MUT_BLURRY_VISION) > 0
+ && random2(4) < player_mutation_level(MUT_BLURRY_VISION))
{
mpr("The writing blurs into unreadable gibberish.");
you.turn_is_over = true;