Better stats and aptitudes as suggested in David's post "The plan"
Minor modifications to starving/hungry/full messages. Generally change Hungry to Thirsty, and Engorged to Alive. For now, the rest remains as for the other species. Yes, this is nowhere near as radical as David'd suggestions as those are confusing me immenseley, and I just can't code that way.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3526 c06c8d41-db1a-0410-9941-cceddc491573
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140, // SK_ICE_MAGIC
140, // SK_AIR_MAGIC
140, // SK_EARTH_MAGIC
140, // SK_POISON_MAGIC
(140 * 75)/100, // SK_INVOCATIONS
(140 * 75)/100, // SK_EVOCATIONS
100, // SK_ICE_MAGIC
100, // SK_AIR_MAGIC
120, // SK_EARTH_MAGIC
120, // SK_POISON_MAGIC
(160 * 75)/100, // SK_INVOCATIONS
(120 * 75)/100, // SK_EVOCATIONS
if (you.hunger_state <= HS_STARVING)
return 0; // no regeneration for starving vampires
else if (you.hunger_state <= HS_HUNGRY)
switch (you.hunger_state)
{
case HS_STARVING:
if (you.attribute[ATTR_TRANSFORMATION] != TRAN_BAT)
return (0); // no regeneration for starving vampires!
// intentional fall-through for bat form
case HS_NEAR_STARVING:
case HS_VERY_HUNGRY:
case HS_HUNGRY:
static std::string describe_hunger()
{
bool vamp = (you.species == SP_VAMPIRE);
switch (you.hunger_state)
{
case HS_ENGORGED:
return (vamp? "Alive" : "Engorged");
case HS_VERY_FULL:
return ("Very Full");
case HS_FULL:
return ("Full");
case HS_SATIATED: // normal
return ("");
case HS_HUNGRY:
return (vamp? "Thirsty" : "Hungry");
case HS_VERY_HUNGRY:
return (vamp? "Very Thirsty" : "Very Hungry");
case HS_NEAR_STARVING:
return ("Near Starving");
case HS_STARVING:
default:
return ("Starving");
}
}