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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-16 14:58:51 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-16 14:58:51 +0000 |
commit | 42acab0b7d5738062a3d4efc83002d9ad890381f (patch) | |
tree | e56f08883a15f1ee79ee5ff234512a25208b433e /crawl-ref/source/player.cc | |
parent | e2e74507bbc5ce16bad61bedc0bd881acdbea280 (diff) | |
download | crawl-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.cc | 10 |
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? |