diff options
author | Adam Borowski <kilobyte@angband.pl> | 2010-01-07 23:17:10 +0100 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2010-01-07 23:18:37 +0100 |
commit | fcc750d580ea03af7121348e8a8aa8d693c9c2e7 (patch) | |
tree | dcc7bc11e3f07fe432ee15ebe571c8f6a4d502e4 | |
parent | ee183b121218deff2df20e68d69f8220a32b9d8c (diff) | |
download | crawl-ref-fcc750d580ea03af7121348e8a8aa8d693c9c2e7.tar.gz crawl-ref-fcc750d580ea03af7121348e8a8aa8d693c9c2e7.zip |
Don't reduce the EV of a halo's source (angels/daevas/player) (Mantis 323)
This has about no effect on heavy armour users, and makes dodgy chars use TSO
just for the starting blade or weapon blessing. Stealth is of course still
nuked.
-rw-r--r-- | crawl-ref/source/beam.cc | 4 | ||||
-rw-r--r-- | crawl-ref/source/fight.cc | 4 |
2 files changed, 4 insertions, 4 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc index 56576d3e14..f8aa4e2ded 100644 --- a/crawl-ref/source/beam.cc +++ b/crawl-ref/source/beam.cc @@ -3818,7 +3818,7 @@ bool bolt::misses_player() if (you.invisible() && !can_see_invis) real_tohit /= 2; - if (you.backlit()) + if (you.backlit() && !you.halo_radius()) real_tohit += 2 + random2(8); // Wow, what a horrid test. These cannot be blocked or dodged @@ -5012,7 +5012,7 @@ void bolt::affect_monster(monsters* mon) if (mon->invisible() && !can_see_invis) beam_hit /= 2; - if (mon->backlit()) + if (mon->backlit() && !mon->halo_radius()) beam_hit += 2 + random2(8); defer_rand r; diff --git a/crawl-ref/source/fight.cc b/crawl-ref/source/fight.cc index 4910fba3fb..5e61322646 100644 --- a/crawl-ref/source/fight.cc +++ b/crawl-ref/source/fight.cc @@ -3995,7 +3995,7 @@ int melee_attack::player_to_hit(bool random_factor) // Check for backlight (Corona). if (defender && defender->atype() == ACT_MONSTER) { - if (defender->backlit()) + if (defender->backlit() && !defender->halo_radius()) your_to_hit += 2 + random2(8); // Invisible monsters are hard to hit. else if (!defender->visible_to(&you)) @@ -5674,7 +5674,7 @@ int melee_attack::mons_to_hit() if (attacker->confused()) mhit -= 5; - if (defender->backlit()) + if (defender->backlit() && !defender->halo_radius()) mhit += 2 + random2(8); // Invisible defender is hard to hit if you can't see invis. Note |