breaking crystal armor
Instead of a 5% chance for crystal plate mail or crystal helmet to break each time it's subjected to breakage, switch to a 10% chance but the damage is treated as erosion rather than break/don't-break. 'crystal foo' will need to go through four stages of damage before breaking: cracked crystal foo, very cracked crystal foo, thoroughly cracked crystal foo, then gone. Crackproof handling is included, described as tempered crystal foo. It mostly still applies to throwing and kicking the item. Having some hits trigger damage might be worthwhile but isn't implemented. Object creation within lua code probably needs to be updated, and when the Mitre of Holiness is created in the priest/priestess quest it should start out as tempered (erodeproof). Perhaps it ought to be erodeproof regardless of where/how it's created.
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@@ -2529,8 +2529,8 @@ potion_dip(struct obj *obj, struct obj *potion)
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} else if (obj->oclass != WEAPON_CLASS && !is_weptool(obj)) {
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/* the following cases apply only to weapons */
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goto more_dips;
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/* Oil removes rust and corrosion, but doesn't unburn.
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* Arrows, etc are classed as metallic due to arrowhead
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/* Oil removes rust and corrosion, but doesn't unburn or repair
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* cracks. Arrows, etc are classed as metallic due to arrowhead
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* material, but dipping in oil shouldn't repair them.
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*/
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} else if ((!is_rustprone(obj) && !is_corrodeable(obj))
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