diff --git a/include/objects.h b/include/objects.h index faa630a50..41076db28 100644 --- a/include/objects.h +++ b/include/objects.h @@ -455,12 +455,12 @@ HELM("fedora", NoDes, 1, 0, 0, 0, 0, 3, 1, 10, 0, CLOTH, CLR_BROWN, FEDORA), HELM("cornuthaum", "conical hat", - 0, 1, CLAIRVOYANT, 3, 1, 4, 80, 10, 1, CLOTH, CLR_BLUE, + 0, 1, CLAIRVOYANT, 5, 1, 4, 80, 10, 1, CLOTH, CLR_BLUE, /* name coined by devteam; confers clairvoyance for wizards, blocks clairvoyance if worn by role other than wizard */ CORNUTHAUM), HELM("dunce cap", "conical hat", - 0, 1, 0, 3, 1, 4, 1, 10, 0, CLOTH, CLR_BLUE, + 0, 1, 0, 5, 1, 4, 1, 10, 0, CLOTH, CLR_BLUE, /* sets Int and Wis to fixed value of 6, so actually provides protection against death caused by Int being drained below 3 */ DUNCE_CAP), @@ -468,7 +468,7 @@ HELM("dented pot", NoDes, 1, 0, 0, 2, 0, 10, 8, 9, 0, IRON, CLR_BLACK, DENTED_POT), HELM("helm of brilliance", "crystal helmet", - 0, 1, 0, 3, 1, 40, 50, 9, 0, GLASS, CLR_WHITE, + 0, 1, 0, 6, 1, 40, 50, 9, 0, GLASS, CLR_WHITE, /* used to be iron and shuffled as "etched helmet" but required special case for the effect of iron armor on spell casting */ HELM_OF_BRILLIANCE), @@ -477,13 +477,13 @@ HELM("helmet", "plumed helmet", 0, 0, 0, 10, 1, 30, 10, 9, 0, IRON, HI_METAL, HELMET), HELM("helm of caution", "etched helmet", - 0, 1, WARNING, 3, 1, 50, 50, 9, 0, IRON, CLR_GREEN, + 0, 1, WARNING, 6, 1, 50, 50, 9, 0, IRON, CLR_GREEN, HELM_OF_CAUTION), HELM("helm of opposite alignment", "crested helmet", - 0, 1, 0, 6, 1, 50, 50, 9, 0, IRON, HI_METAL, + 0, 1, 0, 10, 1, 50, 50, 9, 0, IRON, HI_METAL, HELM_OF_OPPOSITE_ALIGNMENT), HELM("helm of telepathy", "visored helmet", - 0, 1, TELEPAT, 2, 1, 50, 50, 9, 0, IRON, HI_METAL, + 0, 1, TELEPAT, 4, 1, 50, 50, 9, 0, IRON, HI_METAL, HELM_OF_TELEPATHY), /* suits of armor */ @@ -554,19 +554,19 @@ DRGN_ARMR("yellow dragon scales", 0, ACID_RES, 500, 7, CLR_YELLOW, #undef DRGN_ARMR /* other suits */ ARMOR("plate mail", NoDes, - 1, 0, 1, 0, 44, 5, 450, 600, 3, 2, ARM_SUIT, IRON, HI_METAL, + 1, 0, 1, 0, 40, 5, 450, 600, 3, 2, ARM_SUIT, IRON, HI_METAL, PLATE_MAIL), ARMOR("crystal plate mail", NoDes, 1, 0, 1, 0, 10, 5, 415, 820, 3, 2, ARM_SUIT, GLASS, CLR_WHITE, CRYSTAL_PLATE_MAIL), ARMOR("bronze plate mail", NoDes, - 1, 0, 1, 0, 25, 5, 450, 400, 4, 1, ARM_SUIT, COPPER, HI_COPPER, + 1, 0, 1, 0, 23, 5, 450, 400, 4, 1, ARM_SUIT, COPPER, HI_COPPER, BRONZE_PLATE_MAIL), ARMOR("splint mail", NoDes, - 1, 0, 1, 0, 62, 5, 400, 80, 4, 1, ARM_SUIT, IRON, HI_METAL, + 1, 0, 1, 0, 57, 5, 400, 80, 4, 1, ARM_SUIT, IRON, HI_METAL, SPLINT_MAIL), ARMOR("banded mail", NoDes, - 1, 0, 1, 0, 72, 5, 350, 90, 4, 1, ARM_SUIT, IRON, HI_METAL, + 1, 0, 1, 0, 66, 5, 350, 90, 4, 1, ARM_SUIT, IRON, HI_METAL, BANDED_MAIL), ARMOR("dwarvish mithril-coat", NoDes, 1, 0, 0, 0, 10, 1, 150, 240, 4, 2, ARM_SUIT, MITHRIL, HI_SILVER, @@ -575,28 +575,28 @@ ARMOR("elven mithril-coat", NoDes, 1, 0, 0, 0, 15, 1, 150, 240, 5, 2, ARM_SUIT, MITHRIL, HI_SILVER, ELVEN_MITHRIL_COAT), ARMOR("chain mail", NoDes, - 1, 0, 0, 0, 72, 5, 300, 75, 5, 1, ARM_SUIT, IRON, HI_METAL, + 1, 0, 0, 0, 66, 5, 300, 75, 5, 1, ARM_SUIT, IRON, HI_METAL, CHAIN_MAIL), ARMOR("orcish chain mail", "crude chain mail", - 0, 0, 0, 0, 20, 5, 300, 75, 6, 1, ARM_SUIT, IRON, CLR_BLACK, + 0, 0, 0, 0, 19, 5, 300, 75, 6, 1, ARM_SUIT, IRON, CLR_BLACK, ORCISH_CHAIN_MAIL), ARMOR("scale mail", NoDes, - 1, 0, 0, 0, 72, 5, 250, 45, 6, 1, ARM_SUIT, IRON, HI_METAL, + 1, 0, 0, 0, 66, 5, 250, 45, 6, 1, ARM_SUIT, IRON, HI_METAL, SCALE_MAIL), ARMOR("studded leather armor", NoDes, - 1, 0, 0, 0, 72, 3, 200, 15, 7, 1, ARM_SUIT, LEATHER, HI_LEATHER, + 1, 0, 0, 0, 66, 3, 200, 15, 7, 1, ARM_SUIT, LEATHER, HI_LEATHER, STUDDED_LEATHER_ARMOR), ARMOR("ring mail", NoDes, - 1, 0, 0, 0, 72, 5, 250, 100, 7, 1, ARM_SUIT, IRON, HI_METAL, + 1, 0, 0, 0, 66, 5, 250, 100, 7, 1, ARM_SUIT, IRON, HI_METAL, RING_MAIL), ARMOR("orcish ring mail", "crude ring mail", - 0, 0, 0, 0, 20, 5, 250, 80, 8, 1, ARM_SUIT, IRON, CLR_BLACK, + 0, 0, 0, 0, 19, 5, 250, 80, 8, 1, ARM_SUIT, IRON, CLR_BLACK, ORCISH_RING_MAIL), ARMOR("leather armor", NoDes, - 1, 0, 0, 0, 82, 3, 150, 5, 8, 1, ARM_SUIT, LEATHER, HI_LEATHER, + 1, 0, 0, 0, 75, 3, 150, 5, 8, 1, ARM_SUIT, LEATHER, HI_LEATHER, LEATHER_ARMOR), ARMOR("leather jacket", NoDes, - 1, 0, 0, 0, 12, 0, 30, 10, 9, 0, ARM_SUIT, LEATHER, CLR_BLACK, + 1, 0, 0, 0, 11, 0, 30, 10, 9, 0, ARM_SUIT, LEATHER, CLR_BLACK, LEATHER_JACKET), /* shirts */ @@ -624,58 +624,58 @@ CLOAK("oilskin cloak", "slippery cloak", 0, 0, 0, 8, 0, 10, 50, 9, 2, CLOTH, HI_CLOTH, OILSKIN_CLOAK), CLOAK("robe", NoDes, - 1, 1, 0, 3, 0, 15, 50, 8, 2, CLOTH, CLR_RED, ROBE), + 1, 1, 0, 6, 0, 15, 50, 8, 2, CLOTH, CLR_RED, ROBE), /* robe was adopted from slash'em, where it's worn as a suit rather than as a cloak and there are several variations */ CLOAK("alchemy smock", "apron", - 0, 1, POISON_RES, 9, 0, 10, 50, 9, 1, CLOTH, CLR_WHITE, + 0, 1, POISON_RES, 11, 0, 10, 50, 9, 1, CLOTH, CLR_WHITE, ALCHEMY_SMOCK), CLOAK("leather cloak", NoDes, 1, 0, 0, 8, 0, 15, 40, 9, 1, LEATHER, CLR_BROWN, LEATHER_CLOAK), /* with shuffled appearances... */ CLOAK("cloak of protection", "tattered cape", - 0, 1, PROTECTION, 9, 0, 10, 50, 7, 3, CLOTH, HI_CLOTH, + 0, 1, PROTECTION, 11, 0, 10, 50, 7, 3, CLOTH, HI_CLOTH, CLOAK_OF_PROTECTION), /* cloak of protection is now the only item conferring MC 3 */ CLOAK("cloak of invisibility", "opera cloak", - 0, 1, INVIS, 10, 0, 10, 60, 9, 1, CLOTH, CLR_BRIGHT_MAGENTA, + 0, 1, INVIS, 12, 0, 10, 60, 9, 1, CLOTH, CLR_BRIGHT_MAGENTA, CLOAK_OF_INVISIBILITY), CLOAK("cloak of magic resistance", "ornamental cope", - 0, 1, ANTIMAGIC, 2, 0, 10, 60, 9, 1, CLOTH, CLR_WHITE, + 0, 1, ANTIMAGIC, 6, 0, 10, 60, 9, 1, CLOTH, CLR_WHITE, CLOAK_OF_MAGIC_RESISTANCE), /* 'cope' is not a spelling mistake... leave it be */ CLOAK("cloak of displacement", "piece of cloth", - 0, 1, DISPLACED, 10, 0, 10, 50, 9, 1, CLOTH, HI_CLOTH, + 0, 1, DISPLACED, 12, 0, 10, 50, 9, 1, CLOTH, HI_CLOTH, CLOAK_OF_DISPLACEMENT), /* shields */ SHIELD("small shield", "wooden shield", - 0, 0, 0, 0, 4, 0, 30, 3, 9, 0, WOOD, HI_WOOD, + 0, 0, 0, 0, 6, 0, 30, 3, 9, 0, WOOD, HI_WOOD, SMALL_SHIELD), SHIELD("shield of drain resistance", "wooden shield", - 0, 1, 0, DRAIN_RES, 3, 0, 30, 50, 9, 0, WOOD, HI_WOOD, + 0, 1, 0, DRAIN_RES, 12, 0, 30, 50, 9, 0, WOOD, HI_WOOD, SHIELD_OF_DRAIN_RESISTANCE), SHIELD("shield of shock resistance", "wooden shield", - 0, 1, 0, SHOCK_RES, 3, 0, 30, 50, 9, 0, WOOD, HI_WOOD, + 0, 1, 0, SHOCK_RES, 12, 0, 30, 50, 9, 0, WOOD, HI_WOOD, SHIELD_OF_SHOCK_RESISTANCE), SHIELD("elven shield", "blue and green shield", - 0, 0, 0, 0, 2, 0, 40, 7, 8, 0, WOOD, CLR_GREEN, + 0, 0, 0, 0, 2, 0, 40, 7, 8, 0, WOOD, CLR_GREEN, ELVEN_SHIELD), SHIELD("Uruk-hai shield", "white-handed shield", - 0, 0, 0, 0, 2, 0, 50, 7, 9, 0, IRON, HI_METAL, + 0, 0, 0, 0, 2, 0, 50, 7, 9, 0, IRON, HI_METAL, URUK_HAI_SHIELD), SHIELD("orcish shield", "red-eyed shield", - 0, 0, 0, 0, 2, 0, 50, 7, 9, 0, IRON, CLR_RED, + 0, 0, 0, 0, 2, 0, 50, 7, 9, 0, IRON, CLR_RED, ORCISH_SHIELD), SHIELD("large shield", NoDes, - 1, 0, 1, 0, 4, 0, 100, 10, 8, 0, IRON, HI_METAL, + 1, 0, 1, 0, 4, 0, 100, 10, 8, 0, IRON, HI_METAL, LARGE_SHIELD), SHIELD("dwarvish roundshield", "large round shield", - 0, 0, 0, 0, 3, 0, 100, 10, 8, 0, IRON, HI_METAL, + 0, 0, 0, 0, 3, 0, 100, 10, 8, 0, IRON, HI_METAL, DWARVISH_ROUNDSHIELD), SHIELD("shield of reflection", "polished silver shield", - 0, 1, 0, REFLECTING, 3, 0, 50, 50, 8, 0, SILVER, HI_SILVER, + 0, 1, 0, REFLECTING, 7, 0, 50, 50, 8, 0, SILVER, HI_SILVER, SHIELD_OF_REFLECTION), /* gloves */ @@ -684,7 +684,7 @@ SHIELD("shield of reflection", "polished silver shield", * HI_METAL or CLR_BLACK. All have shuffled descriptions. */ GLOVES("leather gloves", "old gloves", - 0, 0, 0, 16, 1, 10, 8, 9, 0, LEATHER, HI_LEATHER, + 0, 0, 0, 15, 1, 10, 8, 9, 0, LEATHER, HI_LEATHER, LEATHER_GLOVES), GLOVES("gauntlets of fumbling", "padded gloves", 0, 1, FUMBLING, 8, 1, 10, 50, 9, 0, LEATHER, HI_LEATHER, @@ -698,11 +698,11 @@ GLOVES("gauntlets of dexterity", "fencing gloves", /* boots */ BOOTS("low boots", "walking shoes", - 0, 0, 0, 25, 2, 10, 8, 9, 0, LEATHER, HI_LEATHER, LOW_BOOTS), + 0, 0, 0, 23, 2, 10, 8, 9, 0, LEATHER, HI_LEATHER, LOW_BOOTS), BOOTS("iron shoes", "hard shoes", 0, 0, 0, 7, 2, 50, 16, 8, 0, IRON, HI_METAL, IRON_SHOES), BOOTS("high boots", "jackboots", - 0, 0, 0, 15, 2, 20, 12, 8, 0, LEATHER, HI_LEATHER, HIGH_BOOTS), + 0, 0, 0, 14, 2, 20, 12, 8, 0, LEATHER, HI_LEATHER, HIGH_BOOTS), /* with shuffled appearances... */ BOOTS("speed boots", "combat boots", 0, 1, FAST, 12, 2, 20, 50, 9, 0, LEATHER, HI_LEATHER, SPEED_BOOTS), diff --git a/src/mkobj.c b/src/mkobj.c index ab0f98fb3..eb55a0802 100644 --- a/src/mkobj.c +++ b/src/mkobj.c @@ -34,10 +34,10 @@ struct icp { }; static const struct icp mkobjprobs[] = { { 10, WEAPON_CLASS }, - { 10, ARMOR_CLASS }, + { 11, ARMOR_CLASS }, { 20, FOOD_CLASS }, { 8, TOOL_CLASS }, - { 8, GEM_CLASS }, + { 7, GEM_CLASS }, { 16, POTION_CLASS }, { 16, SCROLL_CLASS }, { 4, SPBOOK_CLASS },