git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8530 c06c8d41-db1a-0410-9941-cceddc491573
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beam.damage = dice_def( 3, 12 );
beam.flavour = BEAM_MISSILE; // unsure about this
// BEAM_EXPLOSION instead? {dlb}
beam.name = "explosion";
beam.colour = random_colour();
beam.flavour = BEAM_MISSILE;
beam.damage = dice_def(3, 12);
beam.name = "explosion";
beam.colour = random_colour();
beam.type = dchar_glyph(DCHAR_FIRED_BURST);
beam.damage = dice_def( 3, 15 );
// unsure about this // BEAM_EXPLOSION instead? [dlb]
beam.flavour = BEAM_FIRE;
beam.target = you.pos();
beam.name = "fiery explosion";
beam.colour = RED;
// your explosion, (not someone else's explosion)
beam.beam_source = NON_MONSTER;
beam.thrower = KILL_YOU;
beam.aux_source = "an exploding tome of Destruction";
beam.ex_size = 2;
beam.is_tracer = false;
beam.is_explosion = true;
beam.flavour = BEAM_FIRE;
beam.type = dchar_glyph(DCHAR_FIRED_BURST);
beam.damage = dice_def(3, 15);
beam.target = you.pos();
beam.name = "fiery explosion";
beam.colour = RED;
beam.beam_source = NON_MONSTER;
beam.thrower = KILL_YOU;
beam.aux_source = "an exploding Tome of Destruction";
beam.ex_size = 2;
beam.is_explosion = true;
bolt boom;
boom.type = dchar_glyph(DCHAR_FIRED_BURST);
boom.colour = BLACK;
boom.flavour = BEAM_RANDOM;
boom.target = you.pos();
// Undead enjoy extra contamination explosion damage because
// the magical contamination has a harder time dissipating
// through non-living flesh. :-)
boom.damage = dice_def(3, you.magic_contamination
* (you.is_undead ? 4 : 2) / 4);
boom.thrower = KILL_MISC;
boom.aux_source = "a magical explosion";
boom.beam_source = NON_MONSTER;
boom.is_beam = false;
boom.is_tracer = false;
boom.is_explosion = true;
boom.name = "magical storm";
bolt beam;
beam.flavour = BEAM_RANDOM;
beam.type = dchar_glyph(DCHAR_FIRED_BURST);
beam.damage = dice_def(3, you.magic_contamination
* (you.is_undead ? 4 : 2) / 4);
beam.target = you.pos();
beam.name = "magical storm";
beam.colour = BLACK;
beam.thrower = KILL_MISC;
beam.beam_source = NON_MONSTER;
beam.aux_source = "a magical explosion";
beam.ex_size = std::min(9, you.magic_contamination / 15);
beam.ench_power = (you.magic_contamination * 5);
beam.is_explosion = true;