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authorTanner Swett <tannerswett@gmail.com>2014-08-11 20:47:25 -0400
committerJesse Luehrs <doy@tozt.net>2014-08-11 23:38:35 -0400
commit9ad1ca127e3d6055fb65fb98547045f862c1dfbf (patch)
tree52b25525c8d5ab0539494a097cfa541c1895b831 /crawl-ref/source/throw.cc
parentc74d62a8f8032c9a0217768b92c33dceb69061a4 (diff)
downloadcrawl-ref-9ad1ca127e3d6055fb65fb98547045f862c1dfbf.tar.gz
crawl-ref-9ad1ca127e3d6055fb65fb98547045f862c1dfbf.zip
Change wording for magically/awkwardly throwing
Portal Projectile was producing messages like "Magically, the naga sharpshooter shoots an arrow". Change this to "The naga sharpshooter magically shoots an arrow". At the same time, replace "awkwardly throw" with "toss away".
Diffstat (limited to 'crawl-ref/source/throw.cc')
-rw-r--r--crawl-ref/source/throw.cc14
1 files changed, 8 insertions, 6 deletions
diff --git a/crawl-ref/source/throw.cc b/crawl-ref/source/throw.cc
index 20c58c9578..655cae2929 100644
--- a/crawl-ref/source/throw.cc
+++ b/crawl-ref/source/throw.cc
@@ -151,7 +151,7 @@ void fire_target_behaviour::set_prompt()
*active_item());
switch (projected)
{
- case LRET_FUMBLED: msg << "Awkwardly throwing "; break;
+ case LRET_FUMBLED: msg << "Tossing away "; break;
case LRET_LAUNCHED: msg << "Firing "; break;
case LRET_THROWN: msg << "Throwing "; break;
}
@@ -897,10 +897,10 @@ bool throw_it(bolt &pbolt, int throw_2, dist *target)
you.time_taken = you.attack_delay(you.weapon(), &item);
// Create message.
- mprf("%s %s%s %s.",
- teleport ? "Magically, you" : "You",
- projected ? "" : "awkwardly ",
- projected == LRET_LAUNCHED ? "shoot" : "throw",
+ mprf("You %s%s %s.",
+ teleport ? "magically " : "",
+ (projected == LRET_FUMBLED ? "toss away" :
+ projected == LRET_LAUNCHED ? "shoot" : "throw"),
ammo_name.c_str());
// Ensure we're firing a 'missile'-type beam.
@@ -1086,7 +1086,9 @@ bool mons_throw(monster* mons, bolt &beam, int msl, bool teleport)
// Now, if a monster is, for some reason, throwing something really
// stupid, it will have baseHit of 0 and damage of 0. Ah well.
- string msg = ((teleport) ? "Magically, " : "") + mons->name(DESC_THE);
+ string msg = mons->name(DESC_THE);
+ if (teleport)
+ msg += " magically";
msg += ((projected == LRET_LAUNCHED) ? " shoots " : " throws ");
if (!beam.name.empty() && projected == LRET_LAUNCHED)