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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-16 14:58:51 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-16 14:58:51 +0000
commit42acab0b7d5738062a3d4efc83002d9ad890381f (patch)
treee56f08883a15f1ee79ee5ff234512a25208b433e /crawl-ref/source/player.cc
parente2e74507bbc5ce16bad61bedc0bd881acdbea280 (diff)
downloadcrawl-ref-42acab0b7d5738062a3d4efc83002d9ad890381f.tar.gz
crawl-ref-42acab0b7d5738062a3d4efc83002d9ad890381f.zip
Don't change beam names for tracers. (Fixes 1994978.)
Clean up the vampire ability screen a bit. Special case naga bardings of running (according to makeitem.cc they can exist) to be called "naga barding of speedy slithering" instead. Yes, it's a hack, and yes, the name is rather unwieldy, but it makes more sense this way. I hope. :p git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5880 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/player.cc')
-rw-r--r--crawl-ref/source/player.cc10
1 files changed, 5 insertions, 5 deletions
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc
index ddf66e78d1..712ecabde6 100644
--- a/crawl-ref/source/player.cc
+++ b/crawl-ref/source/player.cc
@@ -2009,8 +2009,8 @@ int player_AC(void)
AC += item.plus * 100;
- // The deformed don't fit into body armour very well
- // (this includes nagas and centaurs)
+ // The deformed don't fit into body armour very well.
+ // (This includes nagas and centaurs.)
if (i == EQ_BODY_ARMOUR && player_mutation_level(MUT_DEFORMED))
AC -= ac_value / 2;
}
@@ -2281,7 +2281,7 @@ int player_evasion()
if (dodge_bonus > max_bonus)
dodge_bonus = max_bonus;
- // Some lesser armours have small penalties now (shields, barding)
+ // Some lesser armours have small penalties now (shields, barding).
for (int i = EQ_CLOAK; i < EQ_BODY_ARMOUR; i++)
{
if (you.equip[i] == -1)
@@ -2289,7 +2289,7 @@ int player_evasion()
int pen = property( you.inv[ you.equip[i] ], PARM_EVASION );
- // reducing penalty of larger shields for larger characters
+ // Reducing penalty of larger shields for larger characters.
if (i == EQ_SHIELD && torso > SIZE_MEDIUM)
pen += (torso - SIZE_MEDIUM);
@@ -2297,7 +2297,7 @@ int player_evasion()
ev += pen;
}
- // handle main body armour penalty
+ // Handle main body armour penalty.
if (you.equip[EQ_BODY_ARMOUR] != -1)
{
// XXX: magnify arm_penalty for weak characters?