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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-13 14:19:42 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-13 14:19:42 +0000 |
commit | 1572e9c9223b1b45eada6fec2e1a82eb6950ebfd (patch) | |
tree | 722a3bd7d205b8ade2d81b39e5c68ddf77c7c099 /crawl-ref/source/view.cc | |
parent | 71c47c6d4e6a0b05f439f08dfabf6a83f481fa2f (diff) | |
download | crawl-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.cc | 8 |
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) { |