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-rw-r--r--crawl-ref/source/effects.cc14
1 files changed, 8 insertions, 6 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc
index 6d53393bbd..cb04f73c17 100644
--- a/crawl-ref/source/effects.cc
+++ b/crawl-ref/source/effects.cc
@@ -1122,7 +1122,7 @@ static armour_type _acquirement_armour_subtype(bool divine)
// Now we'll randomly pick a body armour up to plate mail (light
// only in the case of robes or animal skins). Unlike before, now
// we're only giving out the finished products here, never the
- // hides. -- bwr
+ // hides. - bwr
if (result == NUM_ARMOURS || result == ARM_ROBE)
{
// Start with normal base armour.
@@ -1131,8 +1131,9 @@ static armour_type _acquirement_armour_subtype(bool divine)
// Animal skins don't get egos, so make them less likely.
result = (one_chance_in(4) ? ARM_ANIMAL_SKIN : ARM_ROBE);
- // Armour-restricted species get a bonus chance at troll/dragon
- // armour. (In total, the chance is almost 10%.)
+ // Armour-restricted species get a bonus chance at
+ // troll/dragon armour. (In total, the chance is almost
+ // 10%.)
if (one_chance_in(20))
{
result = static_cast<armour_type>(
@@ -1171,9 +1172,10 @@ static armour_type _acquirement_armour_subtype(bool divine)
const int num_arms = ARRAYSZ(armours);
// Weight sub types relative to (armour skill + 3).
- // Actually, the AC improvement is not linear, and we might
- // also want to take into account Dodging/Stealth and Strength,
- // but this is definitely better than the random chance above.
+ // Actually, the AC improvement is not linear, and we
+ // might also want to take into account Dodging/Stealth
+ // and Strength, but this is definitely better than the
+ // random chance above.
const int skill = std::min(27, you.skills[SK_ARMOUR] + 3);
int total = 0;
for (int i = 0; i < num_arms; ++i)