This includes condensing skill category, handedness and str/dex
bias into a consecutive text.
[Fix 1909597] For consistency, add {tried} to tried, unID'd randart jewellery. Also, reintroduce the "may hold more properties" line that presumably vanished back at the randart jewellery id overhaul.
[Fix 1909855] Incorrect randart name from database.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3541 c06c8d41-db1a-0410-9941-cceddc491573
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description += "$It has a curse placed upon it.";
description += "$This weapon falls into the";
const skill_type skill =
is_range_weapon(item)? range_skill(item) : weapon_skill(item);
description +=
make_stringf(" '%s' category. ",
skill == SK_FIGHTING? "buggy"
: skill_name(skill));
const int str_weight = weapon_str_weight(item.base_type, item.sub_type);
if (str_weight >= 8)
description += "$This weapon is best used by the strong.$";
else if (str_weight > 5)
description += "$This weapon is better for the strong.$";
else if (str_weight <= 2)
description += "$This weapon is best used by the dexterous.$";
else if (str_weight < 5)
description += "$This weapon is better for the dexterous.$";
description += "$It can be used with one hand, or more "
"effectively with two (i.e. when not using a shield).";
description += "It can be used with one hand, or more "
"effectively with two (i.e. when not using a shield)";
if ( is_demonic(item) )
description += "$Demonspawn are more deadly with it.";
const int str_weight = weapon_str_weight(item.base_type, item.sub_type);
if (str_weight >= 8)
description += ", and it is best used by the strong";
else if (str_weight > 5)
description += ", and it is better for the strong";
else if (str_weight <= 2)
description += ", and it is best used by the dexterous";
else if (str_weight < 5)
description += ", and it is better for the dexterous";
description += ".";
}
if (verbose)
{
description += "$It falls into the";
const skill_type skill =
is_range_weapon(item)? range_skill(item) : weapon_skill(item);
description +=
make_stringf(" '%s' category. ",
skill == SK_FIGHTING? "buggy"
: skill_name(skill));
description += ".";
if (item.special && item_type_known(item))
{
description += "$";
switch (item.special)
{
case SPMSL_FLAME:
description += "When fired from an appropriate launcher, "
"it turns into a bolt of flame. ";
break;
case SPMSL_ICE:
description += "When fired from an appropriate launcher, "
"it turns into a bolt of ice. ";
break;
case SPMSL_POISONED:
case SPMSL_POISONED_II:
description += "It is coated with poison. ";
break;
case SPMSL_CURARE:
description += "It is tipped with asphyxiating poison. ";
break;
case SPMSL_RETURNING:
description += "A skilled user can throw it in such a way "
"that it will return to its owner. ";
break;
}
}
break;
}
}
if (item.special && item_type_known(item))
{
switch (item.special)
{
case SPMSL_FLAME:
description += "$When fired from an appropriate launcher, "
"it turns into a bolt of flame. ";
break;
case SPMSL_ICE:
description += "$When fired from an appropriate launcher, "
"it turns into a bolt of ice. ";
break;
case SPMSL_POISONED:
case SPMSL_POISONED_II:
description += "$It is coated with poison. ";
break;
case SPMSL_CURARE:
description += "$It is tipped with asphyxiating poison. ";
break;
case SPMSL_RETURNING:
description += "$A skilled user can throw it in such a way "
"that it will return to its owner. ";
if (jewellery_is_amulet(item))
description += "$This amulet may have hidden properties.$";
else
description += "$This ring may have hidden properties.$";
description += "$This ";
description += (jewellery_is_amulet(item) ? "amulet" : "ring");
description += " may have hidden properties.";