different healing message if you recently met an invisible monster, as suggested in FR 1964267. Killing an invisible monster does not yet reset the counter, though I guess it should. Also, disallow randart weapons to be named after Sif Muna. (Vehumet, too, maybe?)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5052 c06c8d41-db1a-0410-9941-cceddc491573
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int hint = random2(6);// If a character has been unusually busy with projectiles and spells// give some other hint rather than the first one.if (hint == 0 && Options.tut_throw_counter + Options.tut_spell_counter
{hint = random2(5)+1;}
{hint = random2(5)+1;}// FIXME: The hints below could be somewhat less random, so that e.g.// the message for fighting several monsters in a corridor only happens// if there's more than one monster around and you're not in a corridor,// or the one about using consumable objects only if you actually have// any (useful or unidentified) scrolls/wands/potions.
else if (Options.tut_seen_invisible > 0&& you.num_turns < Options.tut_seen_invisible - 20){// If we recently encountered an invisible monster, we need a// special message.learned_something_new(TUT_NEED_HEALING_INVIS);// If that one was already displayed, don't print a reminder.}
case TUT_INVISIBLE_DANGER:text << "Fighting against a monster you cannot see is difficult. ""Your best bet is probably a strategic retreat, be it via ""teleportation or by getting off the level. ""Or else, luring the monster into a corridor should at least ""make it easier for you to hit it.";// to prevent this text being immediately followed by the next oneOptions.tut_last_healed = you.num_turns - 30;break;case TUT_NEED_HEALING_INVIS: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.";Options.tut_last_healed = you.num_turns;break;
// Accuracy is lowered by one quarter if the dragon is attacking a// a target thatis wielding a weapon of dragon slaying (which
// Accuracy is lowered by one quarter if the dragon is attacking// a target that is wielding a weapon of dragon slaying (which
TUT_EVENTS_NUM // 48}; // for numbers higher than 48 change size of tutorial_events in externs.h
TUT_EVENTS_NUM // 50}; // for numbers higher than 50 change size of tutorial_events in externs.h