git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6527 c06c8d41-db1a-0410-9941-cceddc491573
S5CIJLSFFXV445G6CH2AQ3YDU3P7RLSIHWV7GBJ4MZ4C26BWCY6AC EPQKWAF3HH5NNZXDKCF7BCHXXXVHKI37XXPPLRMWZZ5SNTYRT7IQC RCIA3MEV4YAYM3JBBRH7LUL5ILQWHN6G7WJMFS5LCUFABTP2PXGQC F6FFAD7G7HRTISYA2HABD5R5LRJAZYR5TE4GWMJPKI7EPM6SOPMAC UEI5JAVCMN7Y2SACTEZPZSNFJWOJTC55G24Q6LKQCT4XNDH5ZQIAC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC 7TK2D5RI45FKCIQBHGU4FA75NSFZA3ZYFF2UYQJEGHCOV7I4XUGQC TJRYL3NXPW5IUGEV3YOC7JYWEXCZDBFPLT4AUG4P227WVKVB72ZAC LFBNFE3PZBXTR2ROPKYPARUWLJAYWAKGTS7VBWADZWVVSJ5CLX6AC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC KATZLWENEIQMKKWIV4ZLXJ5HFUW6SU5K4ZU6NENBOL4XAAVTDUKAC 7YUGK5Q64KG5O7GJGTUBRRLHAHBCJ5YOE23YUPT6UBKUSB67CYAQC RSIUBEQUGNU4LO6KH4PKVROWQS33DAKSY4XFVGN7T3CEKSXABCSAC YCL3W2PFE6ILTGBFODCSXNPDIA46KVSZP2TI7HDMYAOEJT65RIEAC UH3CJQMQ3NPICXD34NTCTUZJWOCEF4P5XEGXFLLNDDFLZK7QPUBQC blast.beam_source = MHITYOU;blast.thrower = KILL_YOU;blast.ex_size = 1; // defaultblast.type = '#';blast.colour = 0;blast.source_x = you.x_pos;blast.source_y = you.y_pos;blast.flavour = BEAM_FRAG;blast.hit = AUTOMATIC_HIT;blast.is_tracer = false;blast.set_target(beam);blast.aux_source.clear();
beam.beam_source = MHITYOU;beam.thrower = KILL_YOU;beam.ex_size = 1; // defaultbeam.type = '#';beam.colour = 0;beam.source_x = you.x_pos;beam.source_y = you.y_pos;beam.flavour = BEAM_FRAG;beam.hit = AUTOMATIC_HIT;beam.is_tracer = false;beam.set_target(spd);beam.aux_source.clear();
explode = true;blast.name = "icy blast";blast.colour = WHITE;blast.damage.num = 2;blast.flavour = BEAM_ICE;if (player_hurt_monster(mon, roll_dice( blast.damage )))blast.damage.num += 1;
explode = true;beam.name = "icy blast";beam.colour = WHITE;beam.damage.num = 2;beam.flavour = BEAM_ICE;if (player_hurt_monster(mon, roll_dice(beam.damage)))beam.damage.num++;
blast.damage.num = 2;if (player_hurt_monster(mon, roll_dice( blast.damage )))blast.damage.num = 4;
beam.damage.num = 2;if (player_hurt_monster(mon, roll_dice(beam.damage)))beam.damage.num += 2;
explode = true;blast.name = "blast of metal fragments";blast.colour = CYAN;blast.damage.num = 4;if (player_hurt_monster(mon, roll_dice( blast.damage )))blast.damage.num += 2;
explode = true;beam.name = "blast of metal fragments";beam.colour = CYAN;beam.damage.num = 4;if (player_hurt_monster(mon, roll_dice(beam.damage)))beam.damage.num += 2;
explode = true;blast.ex_size = 2;blast.name = "blast of rock fragments";blast.colour = BROWN;blast.damage.num = 3;if (player_hurt_monster(mon, roll_dice( blast.damage )))blast.damage.num += 1;
explode = true;beam.ex_size = 2;beam.name = "blast of rock fragments";beam.colour = BROWN;beam.damage.num = 3;if (player_hurt_monster(mon, roll_dice(beam.damage)))beam.damage.num++;
explode = true;blast.ex_size = 2;blast.name = "blast of crystal shards";blast.colour = WHITE;blast.damage.num = 4;if (player_hurt_monster(mon, roll_dice( blast.damage )))blast.damage.num += 2;
explode = true;beam.ex_size = 2;beam.name = "blast of crystal shards";beam.colour = WHITE;beam.damage.num = 4;if (player_hurt_monster(mon, roll_dice(beam.damage)))beam.damage.num += 2;
blast.name = "blast of rock fragments";blast.damage.num = 3;if (blast.colour == 0)blast.colour = LIGHTGREY;
beam.name = "blast of rock fragments";beam.damage.num = 3;if (beam.colour == 0)beam.colour = LIGHTGREY;
what = "metal wall";blast.colour = CYAN;explode = true;blast.name = "blast of metal fragments";blast.damage.num = 4;
what = "metal wall";beam.colour = CYAN;explode = true;beam.name = "blast of metal fragments";beam.damage.num = 4;
what = "crystal wall";blast.colour = GREEN;explode = true;blast.ex_size = 2;blast.name = "blast of crystal shards";blast.damage.num = 5;
what = "crystal wall";beam.colour = GREEN;explode = true;beam.ex_size = 2;beam.name = "blast of crystal shards";beam.damage.num = 5;
explode = true;hole = false; // to hit monsters standing on trapsblast.name = "blast of fragments";blast.colour = env.floor_colour; // in order to blend inblast.damage.num = 2;
explode = true;hole = false; // to hit monsters standing on trapsbeam.name = "blast of fragments";beam.colour = env.floor_colour; // in order to blend inbeam.damage.num = 2;
explode = true;hole = false; // to hit monsters standing on doorsblast.name = "blast of rock fragments";blast.colour = LIGHTGREY;blast.damage.num = 2;
explode = true;hole = false; // to hit monsters standing on doorsbeam.name = "blast of rock fragments";beam.colour = LIGHTGREY;beam.damage.num = 2;