… | |
… | |
870 | * because the skill shouldn't count against body positions being used |
870 | * because the skill shouldn't count against body positions being used |
871 | * up, etc. |
871 | * up, etc. |
872 | */ |
872 | */ |
873 | if ((tmp->flag [FLAG_APPLIED] |
873 | if ((tmp->flag [FLAG_APPLIED] |
874 | && tmp->type != CONTAINER |
874 | && tmp->type != CONTAINER |
875 | && tmp->type != CLOSE_CON) |
875 | && tmp->type != CLOSE_CON |
|
|
876 | && tmp->type != SPELL) |
876 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
877 | || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
877 | { |
878 | { |
878 | if (type == PLAYER) |
879 | if (type == PLAYER) |
879 | { |
880 | { |
880 | contr->item_power += tmp->item_power; |
881 | contr->item_power += tmp->item_power; |
… | |
… | |
915 | for (int i = 0; i < NROFATTACKS; i++) |
916 | for (int i = 0; i < NROFATTACKS; i++) |
916 | max_it (potion_resist[i], tmp->resist[i]); |
917 | max_it (potion_resist[i], tmp->resist[i]); |
917 | else if (tmp->type != POTION) |
918 | else if (tmp->type != POTION) |
918 | for (int i = 0; i < NROFATTACKS; i++) |
919 | for (int i = 0; i < NROFATTACKS; i++) |
919 | if (tmp->resist[i] > 0) |
920 | if (tmp->resist[i] > 0) |
920 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
921 | prot[i] += (100 - prot[i]) * tmp->resist[i] / 100; |
921 | else if (tmp->resist[i] < 0) |
922 | else if (tmp->resist[i] < 0) |
922 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
923 | vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100; |
923 | |
924 | |
924 | /* There may be other things that should not adjust the attacktype */ |
925 | /* There may be other things that should not adjust the attacktype */ |
925 | if (tmp->type != SYMPTOM) |
926 | if (tmp->type != SYMPTOM) |
926 | { |
927 | { |
927 | attacktype |= tmp->attacktype; |
928 | attacktype |= tmp->attacktype; |