summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/tilepick-p.cc
diff options
context:
space:
mode:
authorAdam Borowski <kilobyte@angband.pl>2011-10-18 20:26:38 +0200
committerAdam Borowski <kilobyte@angband.pl>2011-10-18 20:52:46 +0200
commit4d5c11a304968c3635d8b60075a0ab9b39d71d43 (patch)
tree2b1b5b1b62cbfb220db7848bf5d057402f484674 /crawl-ref/source/tilepick-p.cc
parent4cdb34961ebfdba1366a2f332011d36724cc0373 (diff)
downloadcrawl-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.cc4
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;