This is currently purely cosmetical, but there are a lot of ideas out there how to make blood have an effect.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3910 c06c8d41-db1a-0410-9941-cceddc491573
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}
static int _modify_blood_amount(const int damage, const int dam_type)
{
int factor = 0; // DVORP_NONE
switch (dam_type)
{
case DVORP_CRUSHING: // flails, also unarmed
factor = 2;
break;
case DVORP_SLASHING: // whips
factor = 4;
break;
case DVORP_PIERCING: // pole-arms
factor = 5;
break;
case DVORP_STABBING: // knives, daggers
factor = 8;
break;
case DVORP_SLICING: // other short/long blades, also blade hands
factor = 10;
break;
case DVORP_CHOPPING: // axes
factor = 17;
break;
case DVORP_CLAWING: // unarmed, claws
factor = 24;
break;
}
return (damage * factor / 10);