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author | David Lawrence Ramsey <dolorous@users.sourceforge.net> | 2009-10-30 10:31:30 -0500 |
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committer | David Lawrence Ramsey <dolorous@users.sourceforge.net> | 2009-10-30 10:31:30 -0500 |
commit | 53aa6239b1e1aa7a8e36db10d6887d7fc3ea2dda (patch) | |
tree | 557e89987c105091733c103688e04d172179c50c /crawl-ref/source/effects.cc | |
parent | 5a65031b5a1d0c144ba3baa9e940676bbf3ab029 (diff) | |
download | crawl-ref-53aa6239b1e1aa7a8e36db10d6887d7fc3ea2dda.tar.gz crawl-ref-53aa6239b1e1aa7a8e36db10d6887d7fc3ea2dda.zip |
Add minor cosmetic fixes.
Diffstat (limited to 'crawl-ref/source/effects.cc')
-rw-r--r-- | crawl-ref/source/effects.cc | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc index 6d53393bbd..cb04f73c17 100644 --- a/crawl-ref/source/effects.cc +++ b/crawl-ref/source/effects.cc @@ -1122,7 +1122,7 @@ static armour_type _acquirement_armour_subtype(bool divine) // Now we'll randomly pick a body armour up to plate mail (light // only in the case of robes or animal skins). Unlike before, now // we're only giving out the finished products here, never the - // hides. -- bwr + // hides. - bwr if (result == NUM_ARMOURS || result == ARM_ROBE) { // Start with normal base armour. @@ -1131,8 +1131,9 @@ static armour_type _acquirement_armour_subtype(bool divine) // Animal skins don't get egos, so make them less likely. result = (one_chance_in(4) ? ARM_ANIMAL_SKIN : ARM_ROBE); - // Armour-restricted species get a bonus chance at troll/dragon - // armour. (In total, the chance is almost 10%.) + // Armour-restricted species get a bonus chance at + // troll/dragon armour. (In total, the chance is almost + // 10%.) if (one_chance_in(20)) { result = static_cast<armour_type>( @@ -1171,9 +1172,10 @@ static armour_type _acquirement_armour_subtype(bool divine) const int num_arms = ARRAYSZ(armours); // Weight sub types relative to (armour skill + 3). - // Actually, the AC improvement is not linear, and we might - // also want to take into account Dodging/Stealth and Strength, - // but this is definitely better than the random chance above. + // Actually, the AC improvement is not linear, and we + // might also want to take into account Dodging/Stealth + // and Strength, but this is definitely better than the + // random chance above. const int skill = std::min(27, you.skills[SK_ARMOUR] + 3); int total = 0; for (int i = 0; i < num_arms; ++i) |