to an area where you've explored and killed off all the monsters, since if you rest on the edge of the explored areas you're more likely to be interrupted by a wandering monster.
On TUT_RETREAT_CASTER, if the player has wands that might be useful in fighting, comment on that.
When first seeing an altar, tell conjurers that the best gods to worship are Vehumet and Sif Muna.
When gaining your first god-granted ability, if the ability is passive tell the player to use '^' instead of 'a' to examine the ability.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5287 c06c8d41-db1a-0410-9941-cceddc491573
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text = "Rest between encounters. In Crawl, searching and resting "
"are one and the same. To search for one turn, press "
"<w>s</w>, <w>.</w>, <w>delete</w> or <w>keypad-5</w>. "
"Pressing <w>5</w> or <w>shift-and-keypad-5</w> "
text = "Rest between encounters, if possible in an area already "
"already explored and cleared of monsters. In Crawl, "
"searching and resting are one and the same. To search "
"for one turn, press <w>s</w>, <w>.</w>, <w>delete</w> or "
"<w>keypad-5</w>. Pressing <w>5</w> or "
"<w>shift-and-keypad-5</w> "
"terrain with full hitpoints and magic. For resting, press "
"terrain with full hitpoints and magic. Ideally you "
"should retreat back areas you've already explored and "
"cleared of monsters; resting on the edge of the explored "
"terrain increases the chances of your rest being "
"interrupted by wandering monsters. For resting, press "
}
static bool _advise_use_wand()
{
for (int i = 0; i < ENDOFPACK; i++)
{
item_def &obj(you.inv[i]);
if (!is_valid_item( obj ))
continue;
if (obj.base_type != OBJ_WANDS)
continue;
// Wand type unknown, might be useful.
if (!item_type_known(obj))
return true;
// Empty wands are no good.
if (obj.name(DESC_PLAIN).find("empty") != std::string::npos
|| (item_ident(obj, ISFLAG_KNOW_PLUSES)
&& obj.plus <= 0))
continue;
// Can it be used to fight?
switch(obj.sub_type)
{
case WAND_FLAME:
case WAND_FROST:
case WAND_SLOWING:
case WAND_MAGIC_DARTS:
case WAND_PARALYSIS:
case WAND_FIRE:
case WAND_COLD:
case WAND_CONFUSION:
case WAND_FIREBALL:
case WAND_TELEPORTATION:
case WAND_LIGHTNING:
case WAND_ENSLAVEMENT:
case WAND_DRAINING:
case WAND_RANDOM_EFFECTS:
case WAND_DISINTEGRATION:
return true;
}
}
return false;
if (you.religion == GOD_NO_GOD &&
Options.tutorial_type == TUT_MAGIC_CHAR)
text << "\n\nThe best god for an unexperienced conjurer is "
"Vehumet, though Sif Muna is a good second choice. You "
"shouldn't take the other gods while playing a conjurer "
"until you get some more experinece.";
"need to move, you can rest for a bit. Press <w>5</w> or "
"need to move, you can rest for a bit. Ideally you should "
"retreat to an area you've already explored and cleared "
"of monsters before resting, since resting on the edge of "
"the explored terrain increases the risk of rest being "
"interrupted by a wandering monster. Press <w>5</w> or "
text << "You just gained a new ability. Press <w>a</w> to take a "
"look at your abilities or to use one of them.";
switch(you.religion)
{
// Gods where first granted ability is active.
case GOD_ZIN:
case GOD_KIKUBAAQUDGHA:
case GOD_YREDELEMNUL:
case GOD_OKAWARU:
case GOD_SIF_MUNA:
case GOD_TROG:
case GOD_NEMELEX_XOBEH:
case GOD_ELYVILON:
case GOD_LUGONU:
text << "You just gained a new ability. Press <w>a</w> to "
"take a look at your abilities or to use one of them.";
break;
// Gods where first granted ability is passive.
default:
text << "You just gained a new ability. Press <w>^</w> to "
"take a look at your ability.";
}