Code:
/* Unlight - needs change if anything but resist is introduced for dark */
if (player_has(p, PF_UNLIGHT) && character_dungeon) {
state->el_info[ELEM_DARK].res_level = 1;
}
/* Unlight - needs change if anything but resist is introduced for dark */
if (player_has(p, PF_UNLIGHT) && character_dungeon) {
state->el_info[ELEM_DARK].res_level = 1;
}
)
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