jousting
Part I: it's possible to use two-weapon combat while wielding a
lance (which seems odd to me); the second weapon would hit even if the
the first delivered a lance jousting blow that knocked the target away.
Part II: always getting the joust knockback effect when hitting
with a lance while mounted was too powerful; implement a suggestion
from the newsgroup that it be a random chance based on skill level.
Related: it's now possible to break your lance when hitting; when
adding that, I noticed that it was theoretically possible (didn't try
to reproduce) for a shattered boomerang or mirror to yield the stagger
bonus sometimes given for unarmed attacks.
This commit is contained in:
@@ -286,13 +286,6 @@ struct monst *mon;
|
||||
otmp->oclass == BALL_CLASS || otmp->oclass == CHAIN_CLASS) {
|
||||
int bonus = 0;
|
||||
|
||||
#ifdef STEED
|
||||
/* KMH -- Lances are especially made for riding */
|
||||
if (otmp == uwep && u.usteed &&
|
||||
objects[otmp->otyp].oc_skill == P_LANCE)
|
||||
bonus += d(2,10);
|
||||
#endif
|
||||
|
||||
if (otmp->blessed && (is_undead(ptr) || is_demon(ptr)))
|
||||
bonus += rnd(4);
|
||||
if (is_axe(otmp) && is_wooden(ptr))
|
||||
|
||||
Reference in New Issue
Block a user