This includes condensing skill category, handedness and str/dex
bias into a consecutive text.
[Fix 1909597] For consistency, add {tried} to tried, unID'd randart jewellery. Also, reintroduce the "may hold more properties" line that presumably vanished back at the randart jewellery id overhaul.
[Fix 1909855] Incorrect randart name from database.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3541 c06c8d41-db1a-0410-9941-cceddc491573
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description += "$This weapon falls into the";const skill_type skill =is_range_weapon(item)? range_skill(item) : weapon_skill(item);description +=make_stringf(" '%s' category. ",skill == SK_FIGHTING? "buggy": skill_name(skill));
const int str_weight = weapon_str_weight(item.base_type, item.sub_type);if (str_weight >= 8)description += "$This weapon is best used by the strong.$";else if (str_weight > 5)description += "$This weapon is better for the strong.$";else if (str_weight <= 2)description += "$This weapon is best used by the dexterous.$";else if (str_weight < 5)description += "$This weapon is better for the dexterous.$";
description += "$It can be used with one hand, or more ""effectively with two (i.e. when not using a shield).";
description += "It can be used with one hand, or more ""effectively with two (i.e. when not using a shield)";
if ( is_demonic(item) )description += "$Demonspawn are more deadly with it.";
const int str_weight = weapon_str_weight(item.base_type, item.sub_type);if (str_weight >= 8)description += ", and it is best used by the strong";else if (str_weight > 5)description += ", and it is better for the strong";else if (str_weight <= 2)description += ", and it is best used by the dexterous";else if (str_weight < 5)description += ", and it is better for the dexterous";description += ".";
}if (verbose){description += "$It falls into the";const skill_type skill =is_range_weapon(item)? range_skill(item) : weapon_skill(item);description +=make_stringf(" '%s' category. ",skill == SK_FIGHTING? "buggy": skill_name(skill));
description += ".";
if (item.special && item_type_known(item)){description += "$";switch (item.special){case SPMSL_FLAME:description += "When fired from an appropriate launcher, ""it turns into a bolt of flame. ";break;case SPMSL_ICE:description += "When fired from an appropriate launcher, ""it turns into a bolt of ice. ";break;case SPMSL_POISONED:case SPMSL_POISONED_II:description += "It is coated with poison. ";break;case SPMSL_CURARE:description += "It is tipped with asphyxiating poison. ";break;case SPMSL_RETURNING:description += "A skilled user can throw it in such a way ""that it will return to its owner. ";break;}}
break;}}if (item.special && item_type_known(item)){switch (item.special){case SPMSL_FLAME:description += "$When fired from an appropriate launcher, ""it turns into a bolt of flame. ";break;case SPMSL_ICE:description += "$When fired from an appropriate launcher, ""it turns into a bolt of ice. ";break;case SPMSL_POISONED:case SPMSL_POISONED_II:description += "$It is coated with poison. ";break;case SPMSL_CURARE:description += "$It is tipped with asphyxiating poison. ";break;case SPMSL_RETURNING:description += "$A skilled user can throw it in such a way ""that it will return to its owner. ";
if (jewellery_is_amulet(item))description += "$This amulet may have hidden properties.$";elsedescription += "$This ring may have hidden properties.$";
description += "$This ";description += (jewellery_is_amulet(item) ? "amulet" : "ring");description += " may have hidden properties.";