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
Full protection
Protection from melee damage
Unused
Evasion
Martyr's shield
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;
}
}
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::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::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::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:

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@@ -958,7 +958,7 @@ std::string cItem::getAbilName() const {
bool party = abil_group();
std::ostringstream sout;
switch(ability) {
case eItemAbil::UNUSED: break; // Invalid
case eItemAbil::UNUSED: case eItemAbil::UNUSED2: break; // Invalid
case eItemAbil::NONE: sout << "No ability"; break;
case eItemAbil::HEALING_WEAPON: sout << "Heals target"; 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::WEAPON_CALL_SPECIAL: sout << "Unusual Attack Effect"; 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::MARTYRS_SHIELD: sout << "Martyr's Shield"; break;
case eItemAbil::ENCUMBERING: sout << "Awkward Weapon"; break;

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