Make hitting with a wielded potion hit you far less
Hitting a monster with a wielded potion of paralysis or sleep was practically useless, because it almost always also hit you. Negate the chance and make it depend on your dex.
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@@ -990,6 +990,7 @@ 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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hitting a monster with a wielded potion hits you far less
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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@@ -1868,7 +1868,7 @@ potionhit(struct monst *mon, struct obj *obj, int how)
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}
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/* Note: potionbreathe() does its own docall() */
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if ((distance == 0 || (distance < 3 && rn2(5)))
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if ((distance == 0 || (distance < 3 && !rn2((1+ACURR(A_DEX))/2)))
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&& (!breathless(g.youmonst.data) || haseyes(g.youmonst.data)))
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potionbreathe(obj);
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else if (obj->dknown && cansee(tx, ty))
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