Clean up the vampire ability screen a bit. Special case naga bardings of running (according to makeitem.cc they can exist) to be called "naga barding of speedy slithering" instead. Yes, it's a hack, and yes, the name is rather unwieldy, but it makes more sense this way. I hope. :p
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5880 c06c8d41-db1a-0410-9941-cceddc491573
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//Alive Full Satiated Thirsty Near... Bloodless
{"Metabolism ", "very fast ", "fast ", "fast ", "normal ", "slow ", "none "},
//Alive Full Satiated Thirsty Near... Bloodless
{"Metabolism ", "very fast ", "fast ", "fast ", "normal ", "slow ", "none "},
{"Cold resistance ", " ", " ", " ", " + ", " + ", " ++ "},
{"Spell hunger ", "full ", "full ", "full ", "halved ", "none ", "none "},
{EOL EOL "<w>Resistances</w>" EOL
"Poison resistance ", " ", " ", " ", " + ", " + ", " + "},
{"Cold resistance ", " ", " ", " ", " + ", " + ", " ++ "},
{"Potion effects ", "full ", "full ", "full ", "halved ", "halved ", "halved"},
{"Bat Form ", "no ", "no ", "yes ", "yes ", "yes ", "yes "},
{"Potion effects ", "full ", "full ", "full ", "halved ", "halved ", "halved"},
|| this->link == you.equip[EQ_HELMET]
|| this->link == you.equip[EQ_GLOVES]
|| this->link == you.equip[EQ_BOOTS]
|| this->link == you.equip[EQ_SHIELD]
|| this->link == you.equip[EQ_BODY_ARMOUR])
|| this->link == you.equip[EQ_HELMET]
|| this->link == you.equip[EQ_GLOVES]
|| this->link == you.equip[EQ_BOOTS]
|| this->link == you.equip[EQ_SHIELD]
|| this->link == you.equip[EQ_BODY_ARMOUR])
buff << armour_ego_name(sparm, terse);
// "naga barding of running" doesn't make any sense, and yes,
// they are possible.
if (sub_type == ARM_NAGA_BARDING && sparm == SPARM_RUNNING)
buff << (terse ? "speed" : "speedy slithering");
else
buff << armour_ego_name(sparm, terse);
/*
Takes a bolt and refines it for use in the explosion function. Called
from missile() and beam() in beam.cc. Explosions which do not follow from
beams (eg scrolls of immolation) bypass this function.
*/
// Takes a bolt and refines it for use in the explosion function. Called
// from missile() and beam() in beam.cc. Explosions which do not follow from
// beams (eg scrolls of immolation) bypass this function.