git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9827 c06c8d41-db1a-0410-9941-cceddc491573
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"off by them. If you can't find any secret doors, then the ""missing stairs are probably in sections of the level totally ""disconnected from the section you're searching.";
"off by them. If you really can't find any secret doors, then ""the missing stairs are probably in sections of the level ""totally disconnected from the section you're searching.";
"just as well <w>d</w>rop them now.";
"just as well <w>d</w>rop them now. When selecting items from ""a menu, there's a shortcut (<w>&</w>) to select all skeletons ""and rotten chunks or corpses in the stash at once.";
text << ". One or more chunks will appear that you ""can then <w>e</w>at. Beware that some chunks may be, ""sometimes or always, hazardous. You can find out whether ""that might be the case by "
}text << ". One or more chunks will appear that you can then ""<w>e</w>at. Beware that some chunks may be, sometimes or ""always, hazardous. You can find out whether that might be the ""case by "
text << "You recently noticed an invisible monster, so resting might ""not be safe. If you still need to replenish your hitpoints ""or magic, you'll have to quaff an appropriate potion. For ""normal resting you will first have to get away from the ""danger.";
text << "You recently noticed an invisible monster, so unless you ""killed it or left the scene resting might not be safe. If you ""still need to replenish your hitpoints or magic, you'll have ""to quaff an appropriate potion. For normal resting you will ""first have to get away from the danger.";
if (!Options.tut_berserk_counter){text << "Against particularly difficult foes, you should use your ""Berserk <w>a</w>bility. Berserk will last longer if you ""kill a lot of monsters.";}
if (Options.tut_berserk_counter)return;text << "Against particularly difficult foes, you should use your ""Berserk <w>a</w>bility. Berserk will last longer if you ""kill a lot of monsters.";
text << "\n\nHowever, it is only <w>temporarily</w> friendly, ""and will become dangerous again when this friendliness "
{text << "\nHowever, it is only <w>temporarily</w> friendly, and ""will become dangerous again when this friendliness "
"moved onto a square which isn't in your current LOS. It ""will still be there, unless something happens to it in the ""short amount of time it's out of sight.";
"moved onto a square which you can't currently see. It's still ""nearby, unless something happens to it in the short amount of ""time it's out of sight.";
"checked by entering <w>z\?</w>) then a miscast merely means ""the spell is not working, along with a harmless side effect. "
"checked by entering <w>z\?</w> or <w>I</w>) then a miscast ""merely means the spell is not working, along with a harmless ""side effect. "
"hungry spells make you by entering <w>z\?!</w>. The amount of ""nutrition consumed increases with the level of the spell and ""decreases depending on your intelligence stat and your ""Spellcasting skill. If both of these are high enough, a spell ""might even not cost you any nutrition at all.";
"hungry spells make you by entering <w>z\?!</w> or <w>II</w>. ""The amount of nutrition consumed increases with the level of ""the spell and decreases depending on your intelligence stat ""and your Spellcasting skill. If both of these are high ""enough a spell might even not cost you any nutrition at all.";
if (!item_is_equipped(item)){switch(item.base_type){case OBJ_WEAPONS: str += "first <w>w</w>ield it"; break;case OBJ_ARMOUR: str += "first <w>W</w>ear it"; break;case OBJ_JEWELLERY: str += "first <w>P</w>ut it on"; break;default:str += "<r>(BUG! this item shouldn't give an ability)</r>";break;}str += ", then ";}str += "enter the ability menu with <w>a</w>, and then "
if (!item_is_equipped(item)){switch(item.base_type){case OBJ_WEAPONS: str += "first <w>w</w>ield it"; break;case OBJ_ARMOUR: str += "first <w>W</w>ear it"; break;case OBJ_JEWELLERY: str += "first <w>P</w>ut it on"; break;default:str += "<r>(BUG! this item shouldn't give an ability)</r>";break;}str += ", then ";}str += "enter the ability menu with <w>a</w>, and then "
ostr << "You can wield this weapon with <w>w</w>, or use ""<w>'</w> to switch between the weapons in slot ""a and b. (Use <w>=</w> to adjust item slots.)";
ostr << "You can wield this weapon with <w>w</w>, or use ""<w>'</w> to switch between the weapons in slot ""a and b. (Use <w>=i</w> to adjust item slots.)";
// Weapon skill used by this weapon and the best weapon skill.int curr_wpskill, best_wpskill;
// Weapon skill used by this weapon and the best weapon skill.int curr_wpskill, best_wpskill;
// Maybe this is a launching weapon?if (is_range_weapon(item)){// Then only compare with other launcher skills.curr_wpskill = range_skill(item);best_wpskill = best_skill(SK_SLINGS, SK_DARTS, 99);}else{// Compare with other melee weapons.curr_wpskill = weapon_skill(item);best_wpskill = best_skill(SK_SHORT_BLADES, SK_STAVES, 99);// Maybe unarmed is better.if (you.skills[SK_UNARMED_COMBAT] > you.skills[best_wpskill])best_wpskill = SK_UNARMED_COMBAT;}
// Maybe this is a launching weapon?if (is_range_weapon(item)){// Then only compare with other launcher skills.curr_wpskill = range_skill(item);best_wpskill = best_skill(SK_SLINGS, SK_DARTS, 99);}else{// Compare with other melee weapons.curr_wpskill = weapon_skill(item);best_wpskill = best_skill(SK_SHORT_BLADES, SK_STAVES, 99);// Maybe unarmed is better.if (you.skills[SK_UNARMED_COMBAT] > you.skills[best_wpskill])best_wpskill = SK_UNARMED_COMBAT;}
"you might just as well <w>d</w>rop this. No god will ""accept such rotten sacrifice, either.";
"you might just as well <w>d</w>rop this. Use ""<w>d&</w> to select all skeletons and rotten chunks ""or corpses in your inventory. No god will accept such ""rotten sacrifice, either.";