Post by sekira on May 8, 2011 2:44:09 GMT -5
I decided to comment out the code that lets your wis work as str when unarmed when you have Strength through Spirit ability, and instead, add this code immediately before the calc_stats(1) call
This really makes the monk more viable as a melee character, and also the higher str lets him punch through walls (super block breaking anyone?) Without this change, as far as I can tell, Strength through spirit only affects the number of blows you get unarmed, and not the damage you do. Didn't seem to fit the Ability description.
Also, I am really tired of getting Ki Punch as a monk so I can kill ghosts, and then not being able to hit them while they stand in a wall. I replaced the code for ki punch with this
I really feel like ki punch should work against enemies standing in a wall. It is a melee attack right? regular melee attacks hit monsters standing inside a wall, so why not this and other melee attack type abilities? I've said something about this before, as I really feel like it is a bug, not a suggestion, but then nothing was done about it so I decided to put it here this time around.
-- Monk's Strength through Spirit.
if (p_ptr.abilities[(CLASS_MONK * 10) + 1] >= 1 and unarmed()) then
local totalwis
totalwis = p_ptr.stat_cur[A_WIS+1] + p_ptr.stat_add[A_WIS+1] + p_ptr.stat_mut[A_WIS+1]
if (p_ptr.wis_boost_dur > 0) then totalwis = totalwis + p_ptr.wis_boost end
local wbonus
wbonus = p_ptr.abilities[(CLASS_MONK * 10) + 1] * 10
if (wbonus > 100) then wbonus = 100 end
p_ptr.stat_add[A_STR+1] = p_ptr.stat_add[A_STR+1] + multiply_divide(totalwis, wbonus, 100)
end
This really makes the monk more viable as a melee character, and also the higher str lets him punch through walls (super block breaking anyone?) Without this change, as far as I can tell, Strength through spirit only affects the number of blows you get unarmed, and not the damage you do. Didn't seem to fit the Ability description.
Also, I am really tired of getting Ki Punch as a monk so I can kill ghosts, and then not being able to hit them while they stand in a wall. I replaced the code for ki punch with this
-- Ki Punch
if (powernum == 12) then
local dam
local dir
local dir_x
local dir_y
if (not(unarmed())) then
msg_print("You must be unarmed to use this ability.")
return
end
-- We need to choose a direction to attack. If used as combat feat,
-- this won't be asked.
dir = lua_get_rep_dir()
-- Determine the coordinates where we will look for a monster.
if (dir == 0) then return end
if (dir == 1) then
dir_x = px - 1
dir_y = py + 1
end
if (dir == 2) then
dir_x = px
dir_y = py + 1
end
if (dir == 3) then
dir_x = px + 1
dir_y = py + 1
end
if (dir == 4) then
dir_x = px - 1
dir_y = py
end
-- shouldn't be possible...
if (dir == 5) then
dir_x = px
dir_y = py
end
if (dir == 6) then
dir_x = px + 1
dir_y = py
end
if (dir == 7) then
dir_x = px - 1
dir_y = py - 1
end
if (dir == 8) then
dir_x = px
dir_y = py - 1
end
if (dir == 9) then
dir_x = px + 1
dir_y = py - 1
end
dam = monk_damages()
dam = dam + multiply_divide(dam, ((p_ptr.abilities[(CLASS_MONK * 10) + 3]) * 20), 100)
melee_attack = TRUE
no_magic_return = TRUE
-- chain_attack(dir, GF_MISSILE, dam, 0, 1)
fire_ball_specific_grid(dam, dir_x, dir_y, 0, GF_MISSILE)
no_magic_return = FALSE
melee_attack = FALSE
energy_use = 100;
end
I really feel like ki punch should work against enemies standing in a wall. It is a melee attack right? regular melee attacks hit monsters standing inside a wall, so why not this and other melee attack type abilities? I've said something about this before, as I really feel like it is a bug, not a suggestion, but then nothing was done about it so I decided to put it here this time around.