diff options
-rw-r--r-- | crawl-ref/source/beam.cc | 13 | ||||
-rw-r--r-- | crawl-ref/source/initfile.cc | 2 | ||||
-rw-r--r-- | crawl-ref/source/item_use.cc | 1 |
3 files changed, 8 insertions, 8 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc index e223347e3d..44d1fbc0d9 100644 --- a/crawl-ref/source/beam.cc +++ b/crawl-ref/source/beam.cc @@ -2509,14 +2509,15 @@ static void beam_drop_object( struct bolt &beam, item_def *item, int x, int y ) { int chance; - // Using Throwing skill as the fletching/ammo preserving skill. -- bwr + // [dshaligram] Removed influence of Throwing on ammo preservation. + // The effect is nigh impossible to perceive. switch (item->sub_type) { - case MI_NEEDLE: chance = 6 + you.skills[SK_RANGED_COMBAT] / 6; break; - case MI_STONE: chance = 5 + you.skills[SK_RANGED_COMBAT] / 4; break; - case MI_DART: chance = 3 + you.skills[SK_RANGED_COMBAT] / 3; break; - case MI_ARROW: chance = 3 + you.skills[SK_RANGED_COMBAT] / 2; break; - case MI_BOLT: chance = 4 + you.skills[SK_RANGED_COMBAT] / 4; break; + case MI_NEEDLE: chance = 7; break; + case MI_STONE: chance = 6; break; + case MI_DART: chance = 4; break; + case MI_ARROW: chance = 4; break; + case MI_BOLT: chance = 5; break; case MI_LARGE_ROCK: default: diff --git a/crawl-ref/source/initfile.cc b/crawl-ref/source/initfile.cc index 02d7be3ad1..f4e4a7331b 100644 --- a/crawl-ref/source/initfile.cc +++ b/crawl-ref/source/initfile.cc @@ -429,7 +429,7 @@ void reset_options(bool clear_name) Options.fire_order[0] = FIRE_LAUNCHER; // fire first from bow... Options.fire_order[1] = FIRE_DART; // then only consider darts - // clear the reast of the list + // clear the rest of the list for (int i = 2; i < NUM_FIRE_TYPES; i++) Options.fire_order[i] = FIRE_NONE; diff --git a/crawl-ref/source/item_use.cc b/crawl-ref/source/item_use.cc index 1be7114d8d..d62d714f66 100644 --- a/crawl-ref/source/item_use.cc +++ b/crawl-ref/source/item_use.cc @@ -1820,7 +1820,6 @@ bool throw_it(struct bolt &pbolt, int throw_2, monsters *dummy_target) else { fire_beam( pbolt, &item ); - dec_inv_item_quantity( throw_2, 1 ); } |