Half_physical_damage 05
- [fixed in trunk] Jumping/Newton's-Thirding into something solid - [fixed in trunk] Being hit by Mjollnir on the return - [fixed in trunk] Contaminated or boiling water from a sink - [fixed in trunk] Falling on a sink while levitating - [fixed in trunk, fire only] Any passive attack - [fixed in trunk] Zapping yourself with a wand, horn or spell - [fixed in trunk] Burning (un)holy water - [fixed in trunk] Thrown potion (bottle) - [fixed in trunk] Bumping head on ceiling by cursed levitation - [fixed in trunk] Exploding rings and wands (under all circumstances) - [fixed in trunk] Stinking cloud damage - [fixed in trunk] Sitting in a spiked pit, in lava - [fixed in trunk] Exploding spellbooks - [fixed in trunk] Falling off or failing to mount a steed - [fixed in trunk] Falling into a (spiked) pit - [fixed in trunk] Land mine explosion - [fixed in trunk] Fire traps
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@@ -446,6 +446,7 @@ STATIC_OVL void
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dosinkfall()
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{
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register struct obj *obj;
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int dmg;
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if (is_floater(youmonst.data) || (HLevitation & FROMOUTSIDE)) {
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You("wobble unsteadily for a moment.");
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@@ -458,14 +459,15 @@ dosinkfall()
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are really still worn has no effect on bones data */
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ELevitation = HLevitation = 0L;
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You("crash to the floor!");
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losehp(rn1(8, 25 - (int)ACURR(A_CON)),
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dmg = rn1(8, 25 - (int)ACURR(A_CON));
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losehp(Maybe_Half_Phys(dmg),
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fell_on_sink, NO_KILLER_PREFIX);
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exercise(A_DEX, FALSE);
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selftouch("Falling, you");
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for (obj = level.objects[u.ux][u.uy]; obj; obj = obj->nexthere)
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if (obj->oclass == WEAPON_CLASS || is_weptool(obj)) {
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You("fell on %s.", doname(obj));
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losehp(rnd(3), fell_on_sink, NO_KILLER_PREFIX);
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losehp(Maybe_Half_Phys(rnd(3)), fell_on_sink, NO_KILLER_PREFIX);
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exercise(A_CON, FALSE);
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}
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ELevitation = save_ELev;
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