Potions of healing, extra healing, and lifesaved heal amount
Make potions of healing and extra healing more useful in the early game, by upping the average amount of health restored. Make amulet of life saving restore between 60 and 170 health, depending on constitution. Previously life saving was the best way to heal back up to full, even if you had thousands of hp.
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@@ -988,6 +988,8 @@ if an item-using monster zaps a wand of digging downward on a level that
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doesn't allow holes but does allow pits, create a pit and trigger it
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no longer override the effect of a new moon by simply carring a lizard corpse
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make explosions burn monster's armor just like they do hero's armor
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make healing and extra healing better by upping the average amount healed
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lifesaving healing amount depends on the consitution
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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@@ -903,6 +903,7 @@ static void
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savelife(int how)
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{
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int uhpmin;
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int givehp = 50 + 10 * (ACURR(A_CON) / 2);
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/* life-drain/level-loss to experience level 0 kills without actually
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reducing ulevel below 1, but include this for bulletproofing */
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@@ -911,9 +912,9 @@ savelife(int how)
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uhpmin = minuhpmax(10);
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if (u.uhpmax < uhpmin)
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setuhpmax(uhpmin);
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u.uhp = u.uhpmax;
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u.uhp = min(u.uhpmax, givehp);
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if (Upolyd) /* Unchanging, or death which bypasses losing hit points */
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u.mh = u.mhmax;
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u.mh = min(u.mhmax, givehp);
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if (u.uhunger < 500 || how == CHOKING) {
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init_uhunger();
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}
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@@ -1099,7 +1099,7 @@ static void
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peffect_healing(struct obj *otmp)
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{
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You_feel("better.");
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healup(d(6 + 2 * bcsign(otmp), 4), !otmp->cursed ? 1 : 0,
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healup(8 + d(4 + 2 * bcsign(otmp), 4), !otmp->cursed ? 1 : 0,
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!!otmp->blessed, !otmp->cursed);
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exercise(A_CON, TRUE);
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}
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@@ -1108,7 +1108,7 @@ static void
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peffect_extra_healing(struct obj *otmp)
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{
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You_feel("much better.");
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healup(d(6 + 2 * bcsign(otmp), 8),
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healup(16 + d(4 + 2 * bcsign(otmp), 8),
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otmp->blessed ? 5 : !otmp->cursed ? 2 : 0, !otmp->cursed,
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TRUE);
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(void) make_hallucinated(0L, TRUE, 0L);
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