Remove Protection from Melee Damage item ability, because it's redundant

This commit is contained in:
2015-07-28 02:22:56 -04:00
parent 40358a7b8b
commit a216693610
5 changed files with 4 additions and 13 deletions

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@@ -29,7 +29,7 @@ Call special when attacking
Protection from damage type Protection from damage type
Full protection Full protection
Protection from melee damage Unused
Evasion Evasion
Martyr's shield Martyr's shield
Awkward weapon Awkward weapon

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@@ -2455,14 +2455,6 @@ bool damage_pc(cPlayer& which_pc,short how_much,eDamageType damage_type,eRace ty
how_much += r1; how_much += r1;
} }
} }
if(which_pc.items[i].ability == eItemAbil::MELEE_PROTECTION) {
r1 = get_ran(1,1,which_pc.items[i].abil_data[0]);
if(damage_type == eDamageType::DEMON)
how_much -= max(1,r1 / 5);
else if(damage_type == eDamageType::UNDEAD)
how_much -= max(1,r1 / 4);
else how_much -= max(1,r1 / 2);
}
} }
} }

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@@ -1158,7 +1158,7 @@ void use_item(short pc,short item) {
case eItemAbil::EXPLODING_WEAPON: case eItemAbil::FREE_ACTION: case eItemAbil::FULL_PROTECTION: case eItemAbil::WILL: case eItemAbil::EXPLODING_WEAPON: case eItemAbil::FREE_ACTION: case eItemAbil::FULL_PROTECTION: case eItemAbil::WILL:
case eItemAbil::GIANT_STRENGTH: case eItemAbil::GRAYMOLD: case eItemAbil::HEALING_WEAPON: case eItemAbil::HEAVIER_OBJECT: case eItemAbil::GIANT_STRENGTH: case eItemAbil::GRAYMOLD: case eItemAbil::HEALING_WEAPON: case eItemAbil::HEAVIER_OBJECT:
case eItemAbil::HIT_CALL_SPECIAL: case eItemAbil::HOLLY: case eItemAbil::LIFE_SAVING: case eItemAbil::LIGHTER_OBJECT: case eItemAbil::HIT_CALL_SPECIAL: case eItemAbil::HOLLY: case eItemAbil::LIFE_SAVING: case eItemAbil::LIGHTER_OBJECT:
case eItemAbil::LOCKPICKS: case eItemAbil::MANDRAKE: case eItemAbil::MARTYRS_SHIELD: case eItemAbil::MELEE_PROTECTION: case eItemAbil::LOCKPICKS: case eItemAbil::MANDRAKE: case eItemAbil::MARTYRS_SHIELD: case eItemAbil::UNUSED2:
case eItemAbil::NETTLE: case eItemAbil::NONE: case eItemAbil::OCCASIONAL_STATUS: case eItemAbil::POISON_AUGMENT: case eItemAbil::NETTLE: case eItemAbil::NONE: case eItemAbil::OCCASIONAL_STATUS: case eItemAbil::POISON_AUGMENT:
case eItemAbil::PROTECT_FROM_PETRIFY: case eItemAbil::PROTECT_FROM_SPECIES: case eItemAbil::RADIANT: case eItemAbil::PROTECT_FROM_PETRIFY: case eItemAbil::PROTECT_FROM_SPECIES: case eItemAbil::RADIANT:
case eItemAbil::REGENERATE: case eItemAbil::RESURRECTION_BALM: case eItemAbil::RETURNING_MISSILE: case eItemAbil::SAPPHIRE: case eItemAbil::REGENERATE: case eItemAbil::RESURRECTION_BALM: case eItemAbil::RETURNING_MISSILE: case eItemAbil::SAPPHIRE:

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@@ -958,7 +958,7 @@ std::string cItem::getAbilName() const {
bool party = abil_group(); bool party = abil_group();
std::ostringstream sout; std::ostringstream sout;
switch(ability) { switch(ability) {
case eItemAbil::UNUSED: break; // Invalid case eItemAbil::UNUSED: case eItemAbil::UNUSED2: break; // Invalid
case eItemAbil::NONE: sout << "No ability"; break; case eItemAbil::NONE: sout << "No ability"; break;
case eItemAbil::HEALING_WEAPON: sout << "Heals target"; break; case eItemAbil::HEALING_WEAPON: sout << "Heals target"; break;
case eItemAbil::RETURNING_MISSILE: sout << "Returning missile"; break; case eItemAbil::RETURNING_MISSILE: sout << "Returning missile"; break;
@@ -971,7 +971,6 @@ std::string cItem::getAbilName() const {
case eItemAbil::CAUSES_FEAR: sout << "Causes Fear"; break; case eItemAbil::CAUSES_FEAR: sout << "Causes Fear"; break;
case eItemAbil::WEAPON_CALL_SPECIAL: sout << "Unusual Attack Effect"; break; case eItemAbil::WEAPON_CALL_SPECIAL: sout << "Unusual Attack Effect"; break;
case eItemAbil::FULL_PROTECTION: sout << "Full Protection"; break; case eItemAbil::FULL_PROTECTION: sout << "Full Protection"; break;
case eItemAbil::MELEE_PROTECTION: sout << "Melee Protection"; break;
case eItemAbil::EVASION: sout << "Evasion"; break; case eItemAbil::EVASION: sout << "Evasion"; break;
case eItemAbil::MARTYRS_SHIELD: sout << "Martyr's Shield"; break; case eItemAbil::MARTYRS_SHIELD: sout << "Martyr's Shield"; break;
case eItemAbil::ENCUMBERING: sout << "Awkward Weapon"; break; case eItemAbil::ENCUMBERING: sout << "Awkward Weapon"; break;

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@@ -398,7 +398,7 @@ enum class eItemAbil {
// General abilities // General abilities
DAMAGE_PROTECTION = 30, DAMAGE_PROTECTION = 30,
FULL_PROTECTION = 31, FULL_PROTECTION = 31,
MELEE_PROTECTION = 32, UNUSED2 = 32,
EVASION = 33, EVASION = 33,
MARTYRS_SHIELD = 34, MARTYRS_SHIELD = 34,
ENCUMBERING = 35, ENCUMBERING = 35,