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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-13 14:19:42 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-13 14:19:42 +0000
commit1572e9c9223b1b45eada6fec2e1a82eb6950ebfd (patch)
tree722a3bd7d205b8ade2d81b39e5c68ddf77c7c099 /crawl-ref/source/view.cc
parent71c47c6d4e6a0b05f439f08dfabf6a83f481fa2f (diff)
downloadcrawl-ref-1572e9c9223b1b45eada6fec2e1a82eb6950ebfd.tar.gz
crawl-ref-1572e9c9223b1b45eada6fec2e1a82eb6950ebfd.zip
Added several new tutorial triggers including information on being caught
in a net, specific skills, magic resistance, and which stat to choose. In a given game you'll only ever see a small fraction of all tutorial events (we're at 71 now, and some of them are exclusive). In fact, a lot of the information is so generally useful (esp. on gods, skills and items) that I'm seriously considering opening up the general information (How do I use item x? What does Spellcasting do?) to a wider selection of characters. I don't think we'll want to explain the intricacies of Mummies, Ghouls, or Vampires, but a lot of this stuff even applies to them... (If we overhaul the tutorial, it's certainly not a 0.4 target, though.) Resetting the tutorial version to 8 as we somehow switched from digital version to binary and back to digital. It will take some time until we actually reach 110, and by then, I am sure the base files won't be save compatible anymore. :) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5777 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/view.cc')
-rw-r--r--crawl-ref/source/view.cc8
1 files changed, 4 insertions, 4 deletions
diff --git a/crawl-ref/source/view.cc b/crawl-ref/source/view.cc
index 075b058599..a14738ea47 100644
--- a/crawl-ref/source/view.cc
+++ b/crawl-ref/source/view.cc
@@ -1574,10 +1574,10 @@ void blood_smell( int strength, int blood_x, int blood_y )
blood_x, blood_y, range);
#endif
- // of the player species, only vampires can smell blood
+ // Of the player species, only Vampires can smell blood.
if (you.species == SP_VAMPIRE)
{
- // whether they actually do so, depends on their hunger state
+ // Whether they actually do so, depends on their hunger state.
int vamp_strength = strength - 2 * (you.hunger_state - 1);
if (vamp_strength > 0)
{
@@ -1594,7 +1594,7 @@ void blood_smell( int strength, int blood_x, int blood_y )
you.x_pos, you.y_pos, player_distance);
#endif
you.check_awaken(range - player_distance);
- // don't message if you can see the square
+ // Don't message if you can see the square.
if (!see_grid(blood_x, blood_y))
{
mprf("You smell fresh blood%s.",
@@ -1616,7 +1616,7 @@ void blood_smell( int strength, int blood_x, int blood_y )
if (distance(monster->x, monster->y, blood_x, blood_y) <= range)
{
- // let sleeping hounds lie
+ // Let sleeping hounds lie.
if (mons_is_sleeping(monster)
&& mons_species(monster->type) != MONS_VAMPIRE)
{