Another artifact damage update
Make being hit by an artifact which does fire, cold, or lightning (or magic missiles, since the code is there) affect inventory even when the target resists the damage him-/her-/itself. This removes the need for the redundant fire vs slime handling that I put in yesterday. Unfortunately it also means that Valkyries who throw Mjollnir will inevitably end up destroying all their mettalic wands and rings, so I reduced the chance of it hitting upon its return.
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@@ -721,14 +721,6 @@ int dieroll; /* needed for Magicbane and vorpal blades */
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if (youattack && youdefend) {
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impossible("attacking yourself with weapon?");
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return FALSE;
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} else if (!spec_dbon_applies) {
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if (youdefend && Slimed && attacks(AD_FIRE, otmp)) {
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pline_The("fiery blade hits you.");
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burn_away_slime();
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return TRUE;
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}
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/* since damage bonus didn't apply, nothing more to do */
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return FALSE;
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}
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realizes_damage = (youdefend || vis);
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@@ -736,9 +728,11 @@ int dieroll; /* needed for Magicbane and vorpal blades */
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/* the four basic attacks: fire, cold, shock and missiles */
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if (attacks(AD_FIRE, otmp)) {
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if (realizes_damage)
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pline_The("fiery blade %s %s!",
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pline_The("fiery blade %s %s%c",
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!spec_dbon_applies ? "hits" :
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(mdef->data == &mons[PM_WATER_ELEMENTAL]) ?
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"vaporizes part of" : "burns", hittee);
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"vaporizes part of" : "burns",
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hittee, !spec_dbon_applies ? '.' : '!');
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if (!rn2(4)) (void) destroy_mitem(mdef, POTION_CLASS, AD_FIRE);
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if (!rn2(4)) (void) destroy_mitem(mdef, SCROLL_CLASS, AD_FIRE);
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if (!rn2(7)) (void) destroy_mitem(mdef, SPBOOK_CLASS, AD_FIRE);
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@@ -747,15 +741,19 @@ int dieroll; /* needed for Magicbane and vorpal blades */
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}
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if (attacks(AD_COLD, otmp)) {
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if (realizes_damage)
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pline_The("ice-cold blade freezes %s!", hittee);
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pline_The("ice-cold blade %s %s%c",
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!spec_dbon_applies ? "hits" : "freezes",
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hittee, !spec_dbon_applies ? '.' : '!');
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if (!rn2(4)) (void) destroy_mitem(mdef, POTION_CLASS, AD_COLD);
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return realizes_damage;
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}
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if (attacks(AD_ELEC, otmp)) {
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if (realizes_damage) {
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if (youattack && otmp != uwep)
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pline("%s %s!", Tobjnam(otmp, "hit"), hittee);
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pline("Lightning strikes %s!", hittee);
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if (youattack ? otmp != uwep : !spec_dbon_applies)
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pline("%s %s%c", Tobjnam(otmp, "hit"),
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hittee, !spec_dbon_applies ? '.' : '!');
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if (spec_dbon_applies)
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pline("Lightning strikes %s!", hittee);
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}
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if (!rn2(5)) (void) destroy_mitem(mdef, RING_CLASS, AD_ELEC);
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if (!rn2(5)) (void) destroy_mitem(mdef, WAND_CLASS, AD_ELEC);
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@@ -763,13 +761,21 @@ int dieroll; /* needed for Magicbane and vorpal blades */
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}
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if (attacks(AD_MAGM, otmp)) {
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if (realizes_damage) {
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if (youattack && otmp != uwep)
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pline("%s %s!", Tobjnam(otmp, "hit"), hittee);
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pline("A hail of magic missiles strikes %s!", hittee);
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if (youattack ? otmp != uwep : !spec_dbon_applies)
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pline("%s %s%c", Tobjnam(otmp, "hit"),
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hittee, !spec_dbon_applies ? '.' : '!');
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if (spec_dbon_applies)
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pline("A hail of magic missiles strikes %s!", hittee);
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}
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return realizes_damage;
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}
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if (!spec_dbon_applies) {
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/* since damage bonus didn't apply, nothing more to do;
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no further attacks have side-effects on inventory */
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return FALSE;
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}
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/*
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* Magicbane's intrinsic magic is incompatible with normal
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* enchantment magic. Thus, its effects have a negative
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@@ -990,18 +990,25 @@ boolean twoweap; /* used to restore twoweapon mode if wielded weapon returns */
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if(cansee(bhitpos.x, bhitpos.y))
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newsym(bhitpos.x,bhitpos.y);
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} else {
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int dmg = rnd(4);
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if (Blind)
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pline("%s your %s!",
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Tobjnam(obj, "hit"), body_part(ARM));
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else
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pline("%s back toward you, hitting your %s!",
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Tobjnam(obj, "fly"), body_part(ARM));
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(void) artifact_hit((struct monst *) 0, &youmonst,
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obj, &dmg, 0);
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losehp(dmg, xname(obj), KILLED_BY);
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if(ship_object(obj, u.ux, u.uy, FALSE))
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return;
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int dmg = rn2(2);
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if (!dmg) {
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pline(Blind ? "%s lands %s your %s." :
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"%s back to you, landing %s your %s.",
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Blind ? Something : Tobjnam(obj, "return"),
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Levitation ? "beneath" : "at",
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makeplural(body_part(FOOT)));
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} else {
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dmg += rnd(3);
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pline(Blind ? "%s your %s!" :
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"%s back toward you, hitting your %s!",
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Tobjnam(obj, Blind ? "hit" : "fly"),
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body_part(ARM));
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(void) artifact_hit((struct monst *)0,
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&youmonst, obj, &dmg, 0);
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losehp(dmg, xname(obj), KILLED_BY);
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}
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if (ship_object(obj, u.ux, u.uy, FALSE))
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return;
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dropy(obj);
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}
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return;
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