player as eel

Four years ago, hit point loss for eels out of water was adjusted, but
the same change wasn't applied to hero polymorphed into an eel.
This commit is contained in:
nethack.rankin
2012-05-04 02:04:34 +00:00
parent e2ff15fe09
commit 07f6cd66d4

View File

@@ -175,13 +175,14 @@ boolean resuming;
if (u.uinvulnerable) {
/* for the moment at least, you're in tiptop shape */
wtcap = UNENCUMBERED;
} else if (Upolyd && youmonst.data->mlet == S_EEL && !is_pool(u.ux,u.uy) && !Is_waterlevel(&u.uz)) {
if (u.mh > 1) {
if (!Half_physical_damage ||
(Half_physical_damage && !(moves % 2))) {
u.mh--;
context.botl = 1;
}
} else if (Upolyd && youmonst.data->mlet == S_EEL &&
!is_pool(u.ux, u.uy) && !Is_waterlevel(&u.uz)) {
/* eel out of water loses hp, same as for monsters;
as hp gets lower, rate of further loss slows down */
if (u.mh > 1 && rn2(u.mh) > rn2(8) &&
(!Half_physical_damage || !(moves % 2L))) {
u.mh--;
context.botl = 1;
} else if (u.mh < 1)
rehumanize();
} else if (Upolyd && u.mh < u.mhmax) {