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-rw-r--r--crawl-ref/source/item_use.cc9
1 files changed, 9 insertions, 0 deletions
diff --git a/crawl-ref/source/item_use.cc b/crawl-ref/source/item_use.cc
index 99d98abaae..13be59da12 100644
--- a/crawl-ref/source/item_use.cc
+++ b/crawl-ref/source/item_use.cc
@@ -1975,6 +1975,7 @@ bool setup_missile_beam(const actor *agent, bolt &beam, item_def &item,
}
beam.type = dchar_glyph(zapsym);
+ beam.was_missile = true;
returning = get_weapon_brand(item) == SPWPN_RETURNING
|| get_ammo_brand(item) == SPMSL_RETURNING;
@@ -3206,6 +3207,8 @@ bool thrown_object_destroyed(item_def *item, const coord_def& where,
if (item->base_type == OBJ_MISSILES)
{
int brand = get_ammo_brand(*item);
+ if (brand == SPMSL_CHAOS || brand == SPMSL_DISPERSAL)
+ return(true);
// [dshaligram] Removed influence of Throwing on ammo preservation.
// The effect is nigh impossible to perceive.
switch (item->sub_type)
@@ -3228,6 +3231,12 @@ bool thrown_object_destroyed(item_def *item, const coord_def& where,
}
if (brand == SPMSL_STEEL)
chance *= 10;
+ if (brand == SPMSL_FLAME)
+ chance -= 2;
+ if (brand == SPMSL_FROST) // ice seems less destructive to the missile, right?
+ chance -= 1;
+ if (brand == SPMSL_REAPING)
+ chance -= 3;
}
// Enchanted projectiles get an extra shot at avoiding