knockback feedback
Adjust the message given when an attack knocks its target back. Say |<defender> is knocked backward by <attacker> if target will actually move or |<defender> is knocked back by <attacker> if there's something preventing the move. Most players probably won't even notice the difference. (Possibly "rocked back" would be better when not changing location but this hasn't gone that far.) Also make the knock back distance be 1 step 2/3 of the time or 2 steps 1/3 instead of 50:50 chance for 1 or 2 steps.
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@@ -644,6 +644,9 @@ extern int dothrow(void);
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extern int dofire(void);
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extern void endmultishot(boolean);
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extern void hitfloor(struct obj *, boolean);
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extern boolean hurtle_jump(genericptr_t, coordxy, coordxy);
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extern boolean hurtle_step(genericptr_t, coordxy, coordxy);
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extern boolean will_hurtle(struct monst *, coordxy, coordxy);
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extern void hurtle(int, int, int, boolean);
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extern void mhurtle(struct monst *, int, int, int);
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extern boolean harmless_missile(struct obj *);
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@@ -658,8 +661,6 @@ extern void breakobj(struct obj *, coordxy, coordxy, boolean, boolean);
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extern boolean breaktest(struct obj *);
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extern boolean walk_path(coord *, coord *,
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boolean(*)(void *, coordxy, coordxy), genericptr_t);
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extern boolean hurtle_jump(genericptr_t, coordxy, coordxy);
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extern boolean hurtle_step(genericptr_t, coordxy, coordxy);
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/* ### drawing.c ### */
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