fix #H6707 - double "gush of water hits" messages
When polymorphed into an iron golem (or gremlin with 2/3 chance), triggering a rust trap would give "a gush of water hits <you or some body part>" and then give a second "a gush of water hits you" when dealing with golem or gremlin effects. That made it seem as if the trap was hitting twice. This removes the redundant messages. (Rust trap against monster iron golem or gremlin didn't have them.)
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@@ -497,6 +497,7 @@ can no longer play controlled notes on musical instrument if impaired
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if a special level specified the appearance of a mimic and mimics had been
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genocided prior to creating the level, whatever random monster took
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the mimic's place got its intended appearance
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redundant "hit by gush of water" message if poly'd into iron golem or gremlin
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Fixes to Post-3.6.0 Problems that Were Exposed Via git Repository
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@@ -1,4 +1,4 @@
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/* NetHack 3.6 trap.c $NHDT-Date: 1494107206 2017/05/06 21:46:46 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.278 $ */
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/* NetHack 3.6 trap.c $NHDT-Date: 1514855666 2018/01/02 01:14:26 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.284 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -1103,7 +1103,7 @@ unsigned trflags;
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if (uarmc)
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(void) water_damage(uarmc, cloak_simple_name(uarmc), TRUE);
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else if (uarm)
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(void) water_damage(uarm, "armor", TRUE);
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(void) water_damage(uarm, suit_simple_name(uarm), TRUE);
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else if (uarmu)
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(void) water_damage(uarmu, "shirt", TRUE);
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}
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@@ -1112,11 +1112,9 @@ unsigned trflags;
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if (u.umonnum == PM_IRON_GOLEM) {
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int dam = u.mhmax;
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pline("%s you!", A_gush_of_water_hits);
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You("are covered with rust!");
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losehp(Maybe_Half_Phys(dam), "rusting away", KILLED_BY);
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} else if (u.umonnum == PM_GREMLIN && rn2(3)) {
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pline("%s you!", A_gush_of_water_hits);
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(void) split_mon(&youmonst, (struct monst *) 0);
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}
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@@ -2292,7 +2290,8 @@ register struct monst *mtmp;
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(void) water_damage(target, cloak_simple_name(target),
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TRUE);
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else if ((target = which_armor(mtmp, W_ARM)) != 0)
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(void) water_damage(target, "armor", TRUE);
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(void) water_damage(target, suit_simple_name(target),
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TRUE);
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else if ((target = which_armor(mtmp, W_ARMU)) != 0)
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(void) water_damage(target, "shirt", TRUE);
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}
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