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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-01 16:25:09 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-01 16:25:09 +0000
commitcdbcf13cc94de05ccd764d6e42f95e265a36b656 (patch)
tree1f76da61acf30180bacad47ae31f3b18d771945c /crawl-ref/source/fight.cc
parent100ad033f246c6ae2ef37d8804614eacc1356827 (diff)
downloadcrawl-ref-cdbcf13cc94de05ccd764d6e42f95e265a36b656.tar.gz
crawl-ref-cdbcf13cc94de05ccd764d6e42f95e265a36b656.zip
Modify the intertravel prompt to not even ask for Pandemonium (since you
cannot leave the level) and just start travelling to your last travel target (if you had one). This solves BR 1843746, but there's no feedback when trying to travel to a target that cannot be reached. (No "I don't know how to get there.") Still, definitely an improvement. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5405 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/fight.cc')
-rw-r--r--crawl-ref/source/fight.cc8
1 files changed, 4 insertions, 4 deletions
diff --git a/crawl-ref/source/fight.cc b/crawl-ref/source/fight.cc
index 952ba93e29..6b50831e1e 100644
--- a/crawl-ref/source/fight.cc
+++ b/crawl-ref/source/fight.cc
@@ -180,7 +180,7 @@ static int calc_your_to_hit_unarmed(int uattack = UNAT_NO_ATTACK,
if (wearing_amulet(AMU_INACCURACY))
your_to_hit -= 5;
- // vampires know how to bite and aim better when thirsty
+ // Vampires know how to bite and aim better when thirsty.
if (you.species == SP_VAMPIRE && uattack == UNAT_BITE)
{
your_to_hit += 1;
@@ -382,7 +382,7 @@ void melee_attack::init_attack()
randart_wpn_properties( *weapon, art_props );
}
- wpn_skill = weapon? weapon_skill( *weapon ) : SK_UNARMED_COMBAT;
+ wpn_skill = weapon ? weapon_skill( *weapon ) : SK_UNARMED_COMBAT;
if (weapon)
{
hands = hands_reqd( *weapon, attacker->body_size() );
@@ -1073,8 +1073,8 @@ bool melee_attack::player_aux_unarmed()
unarmed_attack = "bite";
simple_miss_message = true;
- // TODO: Maybe unarmed combat factor in
- aux_damage += player_mutation_level(MUT_FANGS) * 2;
+ aux_damage += player_mutation_level(MUT_FANGS) * 2
+ + you.skills[SK_UNARMED_COMBAT] / 5;
if (you.species == SP_VAMPIRE)
{