}
// 武器以外の装備による修正
- int default_hand = get_default_hand(creature_ptr);
for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
int bonus_to_d;
o_ptr = &creature_ptr->inventory_list[i];
creature_ptr->to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
creature_ptr->to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
continue;
- }
-
- creature_ptr->to_d[default_hand] += (s16b)bonus_to_d;
+ } else if (id == get_default_hand(creature_ptr))
+ creature_ptr->to_d[id] += (s16b)bonus_to_d;
}
if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
}
// 武器以外の装備による修正
- int default_hand = get_default_hand(creature_ptr);
for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++) {
int bonus_to_d;
o_ptr = &creature_ptr->inventory_list[i];
if (have_right_hand_weapon(creature_ptr) && have_left_hand_weapon(creature_ptr)) {
if (!object_is_known(o_ptr))
continue;
-
creature_ptr->dis_to_d[0] += (bonus_to_d > 0) ? (bonus_to_d + 1) / 2 : bonus_to_d;
creature_ptr->dis_to_d[1] += (bonus_to_d > 0) ? bonus_to_d / 2 : bonus_to_d;
continue;
+ } else if (id == get_default_hand(creature_ptr)) {
+ if(object_is_known(o_ptr)) creature_ptr->to_d[id] += (s16b)bonus_to_d;
}
-
- if (!object_is_known(o_ptr))
- continue;
-
- creature_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
- }
+
+ }
if (is_martial_arts_mode(creature_ptr) && (!heavy_armor(creature_ptr) || creature_ptr->pclass != CLASS_BERSERKER)) {
creature_ptr->dis_to_d[id] += (creature_ptr->lev / 6);