tmp = 0;
else
tmp = rnd(2);
+ if (!thrown && obj == uwep && obj->otyp == BOOMERANG &&
+ rnl(4) == 4-1) {
+ pline("As you hit %s, %s %s breaks into splinters.",
+ mon_nam(mon), shk_your(yourbuf, obj), xname(obj));
+ uwepgone(); /* set unweapon */
+ useup(obj);
+ obj = (struct obj *) 0;
+ hittxt = TRUE;
+ if (mdat != &mons[PM_SHADE])
+ tmp++;
+ }
} else {
tmp = dmgval(obj, mon);
/* a minimal hit doesn't exercise proficiency */
if (jousting) valid_weapon_attack = TRUE;
}
#endif
- if(!thrown && obj == uwep && obj->otyp == BOOMERANG &&
- !rnl(3)) {
- pline("As you hit %s, %s breaks into splinters.",
- mon_nam(mon), the(xname(obj)));
- useup(obj);
- obj = (struct obj *) 0;
- hittxt = TRUE;
- if (mdat != &mons[PM_SHADE])
- tmp++;
- } else if(thrown && (is_ammo(obj) || is_missile(obj))) {
+ if (thrown && (is_ammo(obj) || is_missile(obj))) {
if (ammo_and_launcher(obj, uwep)) {
/* Elves and Samurai do extra damage using
* their bows&arrows; they're highly trained.