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
HMC247EGUJ3Q25DQ3VKUCIGLIO4SZORFQQWAPAF6S2WLQY3WU5TQC
W54GZBNFKPOF6DTOVK73PVASTQI5DXG42WQ6CXFDPXHFZOHUVVSQC
KEANRIMF5CGFVZ2XJYNFPOAKLXOSOJUOVA73IWBWOG576265ERHAC
XRZPPYWPWUOM4SFNI6BHKH2UKJQNLKOV6Y7XIEPEZXE5QYRT26PAC
77H4BWWPPGLM3PLZH4QTAJRXIZTSDVNCOKZE223I437FN2UJ34RQC
7NDXS36TE7QVXTXJWMYSVG5UHCCLPIO4VL6NXFGTDK3ZNKE3A2IAC
ACDPN464TK2LKLHSDN3YVRHAPF7WLSLLU3UHIYEXKFDEZPEU3XSQC
Q4YYTFXYZUDBYWT37U354CJOAQMAAIWM5W72TAEGMEUKZIUZBMGAC
LS5XCCGKQHSJQGWLWLGTP2F5OYWK4ND5AQQAGRN6H2HVBSXNCCZAC
7HA2754QW3SBCAJ5K6KUXNXXXIZB5BIBCFPLXADCXHH6EREKXHSAC
NJYEH3GBN6OXEMHKOTHVJNIPHXIVW3ZFCLIHYV7I5NFNJZACOYEQC
VOXLOCDUHOAFIKRTSISYMOA2QFY3TSHQGR7BKGGQ2VZ5BUUKUQYAC
K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC
RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC
L6YPJVODN32IYLEZQQZE2ENH3XDAZ63IQIDX3PB4CJEK3A4NUNSAC
EJKHYV2Z6UPRVYUAL4WRW33GBNHYBFPMPA57HMBX2LQKXHIUO5VQC
NVSFIV2ZKP44XHCSCXG6OZVGL67OIFINC34J2EMKTA4KULCERUEAC
KBNY5FWKTEAKABFCLPC3QFKFSVZKAGXINPCIFV6WDSWFO4VCKNTAC
QDTVLBRGHDTRUVT7I3O72K6TMOYAUSAJBZUHGOEFU2RKJNUPWZSQC
FTDI4OSR3G5KKGJ5UILSHTHOP4GF4XJ4DHKYPUWFKWAGGXTOCJSQC
U3KGUJJQWQORJIIFH3ADVNIEEX5HOX6KEOXO7DJSL7L3Z6GG3PAQC
ASLW3Z5PAVZSWJEMMMVZT226P44EKSAD47QS72JIFJESAI3RPN3AC
ESWIM76FGJL4QFLSHU6AC4D74PT7OPLQ7ZCJYWLZS5UCBAJDXYHAC
IHIJSWVOONSTA2WCHKW3YKBLETUQECFVBVLMET5SGQZ4C6U3GCUQC
5HPIIGNWB3UXJ5APQLAGFOV2CA7J2GB7AWAVVZDBB2YZS4TNCMAQC
QZERCVTY5BISIKSDH6WUXGZPIBAF4KUCGSZEEGMGBCORNUXT4HXAC
SVY2PTCLXR3KNPQAWXVXTTGCC5DR334HOAKHYO3VDDRWM2BWMALAC
RCPQNIRPR3NQXEMVLBAQW6657UJFIP43N54UJVEZHJH22OH4UQIQC
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
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 one
Options.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