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author | Steve Melenchuk <smelenchuk@gmail.com> | 2014-04-13 14:10:04 -0600 |
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committer | Steve Melenchuk <smelenchuk@gmail.com> | 2014-05-07 18:23:24 -0600 |
commit | cfba2b02acee880f9d579c2e53a24be1d3f423ac (patch) | |
tree | d3127181b2956e1ed326b4704521abba8e8d491c /crawl-ref/source/status.cc | |
parent | 39cf8eb8c7de842f9fe9c974bda610dae497c80e (diff) | |
download | crawl-ref-cfba2b02acee880f9d579c2e53a24be1d3f423ac.tar.gz crawl-ref-cfba2b02acee880f9d579c2e53a24be1d3f423ac.zip |
Qazlal: Storm Shield.
Starting at * piety, you gain bonuses to SH that increase with piety;
fire/freezing/storm clouds will place near you with radius and frequency
increasing with piety. At *** and ***** you gain RMsl and DMsl
respectively.
Clouds try to place only in relatively open areas so as not to block
autoexplore; this behaviour might need some fine-tuning.
Diffstat (limited to 'crawl-ref/source/status.cc')
-rw-r--r-- | crawl-ref/source/status.cc | 11 |
1 files changed, 9 insertions, 2 deletions
diff --git a/crawl-ref/source/status.cc b/crawl-ref/source/status.cc index 5bf4bbb009..cfa6286683 100644 --- a/crawl-ref/source/status.cc +++ b/crawl-ref/source/status.cc @@ -13,6 +13,7 @@ #include "mutation.h" #include "player.h" #include "player-stats.h" +#include "religion.h" #include "skills2.h" #include "terrain.h" #include "transform.h" @@ -1168,7 +1169,10 @@ static void _describe_missiles(status_info* inf) if (level > 1) { - inf->light_colour = LIGHTMAGENTA; + bool perm = you_worship(GOD_QAZLAL) + && !player_under_penance(GOD_QAZLAL) + && you.piety >= piety_breakpoint(4); + inf->light_colour = perm ? WHITE : LIGHTMAGENTA; inf->light_text = "DMsl"; inf->short_text = "deflect missiles"; inf->long_text = "You deflect missiles."; @@ -1176,7 +1180,10 @@ static void _describe_missiles(status_info* inf) else { bool perm = player_mutation_level(MUT_DISTORTION_FIELD) == 3 - || you.scan_artefacts(ARTP_RMSL); + || you.scan_artefacts(ARTP_RMSL) + || you_worship(GOD_QAZLAL) + && !player_under_penance(GOD_QAZLAL) + && you.piety >= piety_breakpoint(4); inf->light_colour = perm ? WHITE : LIGHTBLUE; inf->light_text = "RMsl"; inf->short_text = "repel missiles"; |