From 1beb0abbfd7972efabd7817a0359b2c57cd91524 Mon Sep 17 00:00:00 2001 From: j-p-e-g Date: Thu, 10 Apr 2008 17:38:27 +0000 Subject: Some more Stealth changes. (1) Use diminishing returns for passive training depending on skill level. Below skill level 2, chances are unchanged; at level 2 chances are 2/3 of that, and at level 3 at 1/3. From level 4 onwards, Stealth cannot be trained by waiting anymore. (2) Active stealth training only has a 1% chance (instead of 5%) if you're sneaking around monsters while invisible (and the monster cannot see you). Add yet another function for blood potions - I sure hope this works when I eventually get around to actually use them. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4178 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/effects.cc | 10 +++++++--- 1 file changed, 7 insertions(+), 3 deletions(-) (limited to 'crawl-ref/source/effects.cc') diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc index 9b08452a0d..31f93b6854 100644 --- a/crawl-ref/source/effects.cc +++ b/crawl-ref/source/effects.cc @@ -594,8 +594,10 @@ void direct_effect(struct bolt &pbolt) // apply damage and handle death, where appropriate {dlb} if (damage_taken > 0) - ouch(damage_taken, pbolt.beam_source, KILLED_BY_BEAM, + { + ouch(damage_taken, pbolt.beam_source, KILLED_BY_BEAM, pbolt.aux_source.c_str()); + } return; } // end direct_effect() @@ -1455,9 +1457,10 @@ bool acquirement(object_class_type class_wanted, int agent, { // how sad (and stupid) if (!silenced(you.pos()) && !quiet) + { mprf(MSGCH_SOUND, grid_item_destruction_message(grd[you.x_pos][you.y_pos])); - + } item_was_destroyed(mitm[igrd[you.x_pos][you.y_pos]], NON_MONSTER); *item_index = NON_ITEM; } @@ -2649,7 +2652,8 @@ void handle_time( long time_delta ) return; } - if (one_chance_in(18)) + // diminishing returns for Stealth training by waiting + if (you.skills[SK_STEALTH] <= 2 + random2(3) && one_chance_in(18)) exercise(SK_STEALTH, 1); } } -- cgit v1.2.3-54-g00ecf