git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9827 c06c8d41-db1a-0410-9941-cceddc491573
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if (Options.tut_explored)
{
text << "\nTo avoid accidentally opening a door you'd rather "
"remain closed during travel or autoexplore, you can mark "
"it with an exclusion from the map view (<w>X</w>) with "
"<w>ee</w> while you cursor is on the grid in question. "
"Such an exclusion will prevent autotravel to ever enter "
"that grid until you remove the exclusion with another "
"press of <w>Xe</w>.";
}
"off by them. If you can't find any secret doors, then the "
"missing stairs are probably in sections of the level totally "
"disconnected from the section you're searching.";
"off by them. If you really can't find any secret doors, then "
"the missing stairs are probably in sections of the level "
"totally disconnected from the section you're searching.";
"just as well <w>d</w>rop them now.";
"just as well <w>d</w>rop them now. When selecting items from "
"a menu, there's a shortcut (<w>&</w>) to select all skeletons "
"and rotten chunks or corpses in the stash at once.";
text << ". One or more chunks will appear that you "
"can then <w>e</w>at. Beware that some chunks may be, "
"sometimes or always, hazardous. You can find out whether "
"that might be the case by "
}
text << ". One or more chunks will appear that you can then "
"<w>e</w>at. Beware that some chunks may be, sometimes or "
"always, hazardous. You can find out whether that might be the "
"case by "
text << "You recently noticed an invisible monster, so resting might "
"not be safe. If you still need to replenish your hitpoints "
"or magic, you'll have to quaff an appropriate potion. For "
"normal resting you will first have to get away from the "
"danger.";
text << "You recently noticed an invisible monster, so unless you "
"killed it or left the scene resting might not be safe. If you "
"still need to replenish your hitpoints or magic, you'll have "
"to quaff an appropriate potion. For normal resting you will "
"first have to get away from the danger.";
if (!Options.tut_berserk_counter)
{
text << "Against particularly difficult foes, you should use your "
"Berserk <w>a</w>bility. Berserk will last longer if you "
"kill a lot of monsters.";
}
if (Options.tut_berserk_counter)
return;
text << "Against particularly difficult foes, you should use your "
"Berserk <w>a</w>bility. Berserk will last longer if you "
"kill a lot of monsters.";
text << "\n\nHowever, it is only <w>temporarily</w> friendly, "
"and will become dangerous again when this friendliness "
{
text << "\nHowever, it is only <w>temporarily</w> friendly, and "
"will become dangerous again when this friendliness "
"moved onto a square which isn't in your current LOS. It "
"will still be there, unless something happens to it in the "
"short amount of time it's out of sight.";
"moved onto a square which you can't currently see. It's still "
"nearby, unless something happens to it in the short amount of "
"time it's out of sight.";
"checked by entering <w>z\?</w>) then a miscast merely means "
"the spell is not working, along with a harmless side effect. "
"checked by entering <w>z\?</w> or <w>I</w>) then a miscast "
"merely means the spell is not working, along with a harmless "
"side effect. "
"hungry spells make you by entering <w>z\?!</w>. The amount of "
"nutrition consumed increases with the level of the spell and "
"decreases depending on your intelligence stat and your "
"Spellcasting skill. If both of these are high enough, a spell "
"might even not cost you any nutrition at all.";
"hungry spells make you by entering <w>z\?!</w> or <w>II</w>. "
"The amount of nutrition consumed increases with the level of "
"the spell and decreases depending on your intelligence stat "
"and your Spellcasting skill. If both of these are high "
"enough a spell might even not cost you any nutrition at all.";
if (!item_is_equipped(item))
{
switch(item.base_type)
{
case OBJ_WEAPONS: str += "first <w>w</w>ield it"; break;
case OBJ_ARMOUR: str += "first <w>W</w>ear it"; break;
case OBJ_JEWELLERY: str += "first <w>P</w>ut it on"; break;
default:
str += "<r>(BUG! this item shouldn't give an ability)</r>";
break;
}
str += ", then ";
}
str += "enter the ability menu with <w>a</w>, and then "
if (!item_is_equipped(item))
{
switch(item.base_type)
{
case OBJ_WEAPONS: str += "first <w>w</w>ield it"; break;
case OBJ_ARMOUR: str += "first <w>W</w>ear it"; break;
case OBJ_JEWELLERY: str += "first <w>P</w>ut it on"; break;
default:
str += "<r>(BUG! this item shouldn't give an ability)</r>";
break;
}
str += ", then ";
}
str += "enter the ability menu with <w>a</w>, and then "
ostr << "You can wield this weapon with <w>w</w>, or use "
"<w>'</w> to switch between the weapons in slot "
"a and b. (Use <w>=</w> to adjust item slots.)";
ostr << "You can wield this weapon with <w>w</w>, or use "
"<w>'</w> to switch between the weapons in slot "
"a and b. (Use <w>=i</w> to adjust item slots.)";
// Weapon skill used by this weapon and the best weapon skill.
int curr_wpskill, best_wpskill;
// Weapon skill used by this weapon and the best weapon skill.
int curr_wpskill, best_wpskill;
// Maybe this is a launching weapon?
if (is_range_weapon(item))
{
// Then only compare with other launcher skills.
curr_wpskill = range_skill(item);
best_wpskill = best_skill(SK_SLINGS, SK_DARTS, 99);
}
else
{
// Compare with other melee weapons.
curr_wpskill = weapon_skill(item);
best_wpskill = best_skill(SK_SHORT_BLADES, SK_STAVES, 99);
// Maybe unarmed is better.
if (you.skills[SK_UNARMED_COMBAT] > you.skills[best_wpskill])
best_wpskill = SK_UNARMED_COMBAT;
}
// Maybe this is a launching weapon?
if (is_range_weapon(item))
{
// Then only compare with other launcher skills.
curr_wpskill = range_skill(item);
best_wpskill = best_skill(SK_SLINGS, SK_DARTS, 99);
}
else
{
// Compare with other melee weapons.
curr_wpskill = weapon_skill(item);
best_wpskill = best_skill(SK_SHORT_BLADES, SK_STAVES, 99);
// Maybe unarmed is better.
if (you.skills[SK_UNARMED_COMBAT] > you.skills[best_wpskill])
best_wpskill = SK_UNARMED_COMBAT;
}
"you might just as well <w>d</w>rop this. No god will "
"accept such rotten sacrifice, either.";
"you might just as well <w>d</w>rop this. Use "
"<w>d&</w> to select all skeletons and rotten chunks "
"or corpses in your inventory. No god will accept such "
"rotten sacrifice, either.";