From EvilHack, under the basis that anyone trained in martial arts (or
is in a powerful kicking polyform or wearing kicking boots) should be
immune from landing such a poor kick. This bypass used to happen only
50% of the time; now it happens all the time.
Note that this only averts the "Your clumsy kick does no damage" case:
it remains possible for a powerfully kicking player to kick clumsily and
have the monster evade or block, for example if they are fumbling or
wearing bulky armor.
Also, documentation: I added a comment explaining what the incredibly
dense and confusing logic is with i and j happening here, for the next
poor soul that has to read that code.
and you didn't have a tool to unlock it
use silly names for rays (such as breath weapons) when hallucinating
zombies groan instead of being silent
+martial arts users, sasquatches, and heroes wearing kicking boots can
+ no longer miss a monster completely with a clumsy kick
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
i = -inv_weight();
j = weight_cap();
+ /* What the following confusing if statements mean:
+ * If you are over 70% of carrying capacity, you go through a "deal no
+ * damage" check, and if that fails, a "clumsy kick" check.
+ * At this % of carrycap | Chance of no damage | Chance of clumsiness
+ * [70%-80%) | 1/4 | 1/3
+ * [80%-90%) | 1/3 | 1/2
+ * [90%-100%) | 1/2 | 1
+ */
if (i < (j * 3) / 10) {
if (!rn2((i < j / 10) ? 2 : (i < j / 5) ? 3 : 4)) {
- if (martial() && !rn2(2))
+ if (martial())
goto doit;
Your("clumsy kick does no damage.");
(void) passive(mon, uarmf, FALSE, 1, AT_KICK, FALSE);