Random item artifact chances
The chance that randomly generated item is an artifact will now depend on the number of already existing artifacts.
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@@ -992,6 +992,7 @@ make healing and extra healing better by upping the average amount healed
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lifesaving healing amount depends on the consitution
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lifesaving healing amount depends on the consitution
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hitting a monster with a wielded potion hits you far less
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hitting a monster with a wielded potion hits you far less
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pyrolisks get a mundane bite attack
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pyrolisks get a mundane bite attack
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chances of random item being an artifact depends on already existing artifacts
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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Fixes to 3.7.0-x Problems that Were Exposed Via git Repository
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@@ -817,7 +817,7 @@ mksobj(int otyp, boolean init, boolean artif)
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if (is_poisonable(otmp) && !rn2(100))
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if (is_poisonable(otmp) && !rn2(100))
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otmp->opoisoned = 1;
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otmp->opoisoned = 1;
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if (artif && !rn2(20))
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if (artif && !rn2(20 + (10 * nartifact_exist())))
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otmp = mk_artifact(otmp, (aligntyp) A_NONE);
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otmp = mk_artifact(otmp, (aligntyp) A_NONE);
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break;
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break;
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case FOOD_CLASS:
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case FOOD_CLASS:
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@@ -1020,7 +1020,7 @@ mksobj(int otyp, boolean init, boolean artif)
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otmp->spe = rne(3);
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otmp->spe = rne(3);
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} else
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} else
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blessorcurse(otmp, 10);
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blessorcurse(otmp, 10);
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if (artif && !rn2(40))
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if (artif && !rn2(40 + (10 * nartifact_exist())))
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otmp = mk_artifact(otmp, (aligntyp) A_NONE);
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otmp = mk_artifact(otmp, (aligntyp) A_NONE);
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/* simulate lacquered armor for samurai */
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/* simulate lacquered armor for samurai */
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if (Role_if(PM_SAMURAI) && otmp->otyp == SPLINT_MAIL
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if (Role_if(PM_SAMURAI) && otmp->otyp == SPLINT_MAIL
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