Random item artifact chances

The chance that randomly generated item is an artifact will
now depend on the number of already existing artifacts.
This commit is contained in:
Pasi Kallinen
2022-08-10 18:18:15 +03:00
parent d91915dba3
commit 121d79ab6b
2 changed files with 3 additions and 2 deletions

View File

@@ -992,6 +992,7 @@ make healing and extra healing better by upping the average amount healed
lifesaving healing amount depends on the consitution
hitting a monster with a wielded potion hits you far less
pyrolisks get a mundane bite attack
chances of random item being an artifact depends on already existing artifacts
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository

View File

@@ -817,7 +817,7 @@ mksobj(int otyp, boolean init, boolean artif)
if (is_poisonable(otmp) && !rn2(100))
otmp->opoisoned = 1;
if (artif && !rn2(20))
if (artif && !rn2(20 + (10 * nartifact_exist())))
otmp = mk_artifact(otmp, (aligntyp) A_NONE);
break;
case FOOD_CLASS:
@@ -1020,7 +1020,7 @@ mksobj(int otyp, boolean init, boolean artif)
otmp->spe = rne(3);
} else
blessorcurse(otmp, 10);
if (artif && !rn2(40))
if (artif && !rn2(40 + (10 * nartifact_exist())))
otmp = mk_artifact(otmp, (aligntyp) A_NONE);
/* simulate lacquered armor for samurai */
if (Role_if(PM_SAMURAI) && otmp->otyp == SPLINT_MAIL