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author | Adam Borowski <kilobyte@angband.pl> | 2011-10-18 20:26:38 +0200 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2011-10-18 20:52:46 +0200 |
commit | 4d5c11a304968c3635d8b60075a0ab9b39d71d43 (patch) | |
tree | 2b1b5b1b62cbfb220db7848bf5d057402f484674 /crawl-ref/source/tilepick-p.cc | |
parent | 4cdb34961ebfdba1366a2f332011d36724cc0373 (diff) | |
download | crawl-ref-4d5c11a304968c3635d8b60075a0ab9b39d71d43.tar.gz crawl-ref-4d5c11a304968c3635d8b60075a0ab9b39d71d43.zip |
Rename dragon armour to "fire dragon armour". Just the item, not monster.
There's a lot of confusion among players who mistake other dragon armours
for it. On the other hand, no variant like "common dragon", "fire dragon",
etc sounds good, "red dragon" would be D&Dism[1] and would require redoing
tiles and being contrary to pre-D&D stories, etc. Like every single
medieval legend has dragons breathing fire and nothing else[2], thus
"dragon" without an adjective is damn clear what it means -- kind like
"chair" vs "electric chair". Also, "The fire dragon breathes fire at you."
sounds awfully redundant.
Thus, after several long IRC discussions, let's try this way.
[1]. Draconians are a pure Dragonlance/Krynn D&Dism, but so far we have all
draconians color-coded and no dragon use colour names, let's keep that.
[2]. Some related creatures breathe poison. Nothing before D&D does cold,
electricity, acid, etc.
Diffstat (limited to 'crawl-ref/source/tilepick-p.cc')
-rw-r--r-- | crawl-ref/source/tilepick-p.cc | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/tilepick-p.cc b/crawl-ref/source/tilepick-p.cc index 1d91d9a159..440706d5e4 100644 --- a/crawl-ref/source/tilepick-p.cc +++ b/crawl-ref/source/tilepick-p.cc @@ -207,7 +207,7 @@ tileidx_t tilep_equ_armour(const item_def &item) case ARM_PLATE_MAIL: return TILEP_BODY_PLATE_BLACK; case ARM_CRYSTAL_PLATE_MAIL: return TILEP_BODY_CRYSTAL_PLATE; - case ARM_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_GREEN; + case ARM_FIRE_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_GREEN; case ARM_ICE_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_CYAN; case ARM_STEAM_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_WHITE; case ARM_MOTTLED_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_MAGENTA; @@ -216,7 +216,7 @@ tileidx_t tilep_equ_armour(const item_def &item) case ARM_SWAMP_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_BROWN; case ARM_PEARL_DRAGON_HIDE: return TILEP_BODY_DRAGONSC_PEARL; - case ARM_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_GREEN; + case ARM_FIRE_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_GREEN; case ARM_ICE_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_CYAN; case ARM_STEAM_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_WHITE; case ARM_MOTTLED_DRAGON_ARMOUR: return TILEP_BODY_DRAGONARM_MAGENTA; |