stairs-related weakness:
For consistency, skeletons created by vampire draining now have the normal duration of 200, instead of 90. To compensate for this, they are left 25% of the time imstead of 75%.
Skeletons can now be left after butchering corpses, with the same chance of 25%, so that vampires don't have an exclusive advantage.
Monsters that eat corpses (and effectively butcher them) can leave skeletons from doing so, with the same chance of 25%.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8095 c06c8d41-db1a-0410-9941-cceddc491573
GASNVWKEMRKFEMHIQPMD5XRJ5PVDVSSHCFHV6HWTR6PRKRCUP4EQC J5JYNJUTT3N3UC4HE5AK52Y66JQTMSJXG4LSHKDLYJFW45ILBM7QC 4UWWM652533QNIOGOKKWMPMP3GYV7NZLX5RJL75B4BR6753C3O7QC 2GUJEAQN5CVJOKMEZANI6QQ6JFJZGCS6TDKHTVP4NZFXVNSYZWEAC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC QS3ZRS3E6KL3YJHPKYEWCWJYRBJSXD5OOYF6Y25HZVECGPJRDB5QC IWMCGZ57ZVHE6WSPYD2CZNSG7ZDKGRBNZVY3KLR53TGEM3OQJLBAC N6F35CMZALDQR4LD3HP2JQZGQ4JNBATAICO7ZUCF5M2ZW5E4QYVAC VXSORUQOM2VZA4CAZDC6KPAY373NQIN3UT7CXQXTRCYXO2WM62DAC RX6575DZOHRUXQUZH34YZGPZJF4STUPLBQDIVTINA2L6LVCKRIGQC MD4NG6XUMSCIJXT7IMAAQ6MRCCXNOZH423DBYZBRKLMZZDQYIV3QC TO43FWKHNIA5MVDOFXYHQODTLBQYEZKX5UIUGID57436UF7G2EXQC HIRKGUMNJPWKSVTR6TVBPD3MWNA63CEHCLCIPWEMGDFHVB3NPLDQC RQR4PTMGQLTRWLYRU3KXIIDGND7FBORESJWMWFVD3WYU5SISZXAAC TGJZXTUIAKCFZQJ54ZQEBGFBVZSJCAX6AWDRSH3TP7UJRLGUM5SAC C7RRWT4OPLL3MLBTFYI2Z4PJX2DMS2QHKDLTLQBGR3LD6UCO6XEAC LCGR52GGFWII4WW7GVUM72PJ2LPVYRUK636334KYRX2TYJSKS2QQC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC // Vampire draining corpses currently leaves them a time of 90, while// the default time is 200. I'm not sure whether this is for balancing// reasons or just an arbitrary difference. (jpeg)void turn_corpse_into_skeleton(item_def &item, int time)
void turn_corpse_into_skeleton(item_def &item)
void turn_corpse_into_skeleton_and_chunks(item_def &item){ASSERT(item.base_type == OBJ_CORPSES && item.sub_type == CORPSE_BODY);if (mons_skeleton(item.plus)){int o = get_item_slot();if (o != NON_ITEM){item_def &skel = item;turn_corpse_into_skeleton(skel);copy_item_to_grid(skel, you.pos());}}turn_corpse_into_chunks(item);}
if (mons_skeleton(corpse.plus)){mpr("All blood oozes out of the corpse!");bleed_onto_floor(you.pos(), corpse.plus, delay.duration, false);turn_corpse_into_skeleton(corpse, 90);}
mpr("All blood oozes out of the corpse!");bleed_onto_floor(you.pos(), corpse.plus, delay.duration, false);if (mons_skeleton(corpse.plus) && one_chance_in(4))turn_corpse_into_skeleton(corpse);