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-rw-r--r--crawl-ref/source/beam.cc4
-rw-r--r--crawl-ref/source/fight.cc4
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