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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@@ -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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