diff options
Diffstat (limited to 'crawl-ref/source/item_use.cc')
-rw-r--r-- | crawl-ref/source/item_use.cc | 9 |
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 |