diff options
-rw-r--r-- | crawl-ref/source/beam.cc | 4 | ||||
-rw-r--r-- | crawl-ref/source/fight.cc | 4 |
2 files changed, 4 insertions, 4 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc index 56576d3e14..f8aa4e2ded 100644 --- a/crawl-ref/source/beam.cc +++ b/crawl-ref/source/beam.cc @@ -3818,7 +3818,7 @@ bool bolt::misses_player() if (you.invisible() && !can_see_invis) real_tohit /= 2; - if (you.backlit()) + if (you.backlit() && !you.halo_radius()) real_tohit += 2 + random2(8); // Wow, what a horrid test. These cannot be blocked or dodged @@ -5012,7 +5012,7 @@ void bolt::affect_monster(monsters* mon) if (mon->invisible() && !can_see_invis) beam_hit /= 2; - if (mon->backlit()) + if (mon->backlit() && !mon->halo_radius()) beam_hit += 2 + random2(8); defer_rand r; diff --git a/crawl-ref/source/fight.cc b/crawl-ref/source/fight.cc index 4910fba3fb..5e61322646 100644 --- a/crawl-ref/source/fight.cc +++ b/crawl-ref/source/fight.cc @@ -3995,7 +3995,7 @@ int melee_attack::player_to_hit(bool random_factor) // Check for backlight (Corona). if (defender && defender->atype() == ACT_MONSTER) { - if (defender->backlit()) + if (defender->backlit() && !defender->halo_radius()) your_to_hit += 2 + random2(8); // Invisible monsters are hard to hit. else if (!defender->visible_to(&you)) @@ -5674,7 +5674,7 @@ int melee_attack::mons_to_hit() if (attacker->confused()) mhit -= 5; - if (defender->backlit()) + if (defender->backlit() && !defender->halo_radius()) mhit += 2 + random2(8); // Invisible defender is hard to hit if you can't see invis. Note |