healing and nutrition gain.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5606 c06c8d41-db1a-0410-9941-cceddc491573
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// not a transformation, but also temporary -> check first
if (check_mutation)
{
if (eq == EQ_GLOVES && you.has_claws(false) >= 3)
return false;
// Not a transformation, but also temporary -> check first.
if (check_mutation)
{
if (eq == EQ_GLOVES && you.has_claws(false) >= 3)
return (false);
|| player_mutation_level(MUT_TALONS) ))
{
return false;
}
}
|| player_mutation_level(MUT_TALONS)))
{
return (false);
}
}
// everyone else can wear jewellery, at least
if (eq == EQ_LEFT_RING || eq == EQ_RIGHT_RING || eq == EQ_AMULET)
return true;
// Everyone else can wear jewellery, at least.
if (eq == EQ_LEFT_RING || eq == EQ_RIGHT_RING || eq == EQ_AMULET)
return (true);
// these cannot use anything but jewellery
if (transform == TRAN_SPIDER || transform == TRAN_DRAGON
|| transform == TRAN_SERPENT_OF_HELL)
{
return false;
}
// These cannot use anything but jewellery.
if (transform == TRAN_SPIDER || transform == TRAN_DRAGON
|| transform == TRAN_SERPENT_OF_HELL)
{
return (false);
}
if (transform == TRAN_BLADE_HANDS)
{
if (eq == EQ_WEAPON || eq == EQ_GLOVES || eq == EQ_SHIELD)
return false;
return true;
}
if (transform == TRAN_BLADE_HANDS)
{
if (eq == EQ_WEAPON || eq == EQ_GLOVES || eq == EQ_SHIELD)
return (false);
return (true);
}
if (transform == TRAN_STATUE)
{
if (eq == EQ_BODY_ARMOUR || eq == EQ_GLOVES || eq == EQ_SHIELD)
return false;
return true;
}
if (transform == TRAN_STATUE)
{
if (eq == EQ_BODY_ARMOUR || eq == EQ_GLOVES || eq == EQ_SHIELD)
return (false);
return (true);
}
// ghouls heal slowly
// dematerialised people heal slowly
// dematerialised ghouls shouldn't heal any more slowly -- bwr
// Ghouls heal slowly.
// Dematerialised people heal slowly.
// Dematerialised ghouls shouldn't heal any more slowly. -- bwr
int monnumber = mons.number;
monster_type monbase = mons.base_monster;
const monsterentry *m = get_monster_data(mcls);
int col = mons_class_colour(mons.type);
int monnumber = mons.number;
monster_type monbase = mons.base_monster;
const monsterentry *m = get_monster_data(mcls);
int col = mons_class_colour(mons.type);
// so let it be written, so let it be done
mons.hit_dice = hd;
mons.hit_points = hp;
mons.max_hit_points = hp_max;
mons.ac = ac;
mons.ev = ev;
mons.speed = speed;
// So let it be written, so let it be done.
mons.hit_dice = hd;
mons.hit_points = hp;
mons.max_hit_points = hp_max;
mons.ac = ac;
mons.ev = ev;
mons.speed = speed;
// use of foeRatio:
// The higher this number, the more monsters will _avoid_
// collateral damage to their friends.
// Setting this to zero will in fact have all monsters ignore
// their friends when considering collateral damage.
// Use of foeRatio:
// The higher this number, the more monsters will _avoid_ collateral
// damage to their friends.
// Setting this to zero will in fact have all monsters ignore their
// friends when considering collateral damage.
// Don't make greased-lightning Pandemonium demons in the dungeon (max
// speed = 17). Demons in Pandemonium can be up to speed 24.
// Don't make greased-lightning Pandemonium demons in the dungeon
// max speed = 17). Demons in Pandemonium can be up to speed 24.