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Re: cf: some small bugs
- To: crossfire (at) ifi.uio.no
- Subject: Re: cf: some small bugs
- From: Tero Jyri Michael Pelander <>
- Date: Fri, 25 Nov 1994 18:11:12 +0200 (EET)
- In-Reply-To: <> from "Mark Wedel" at Nov 24, 94 09:44:58 pm
> Could you actually state what the two bracers where (how they differed)?
> I am curious to know what their differences where, so that I can have
> some idea if nrof 0 is really the best solution, or if it might be a bug
> someplace.
Example: you have in a shop the following items:
- bracers (ac+1)
- bracers (ac+1) (sustenance+1)
- bracers +1 (ac+1)
When looking at the shop inventory you could see:
two bracers (ac+1)
bracers +1 (ac+1)
Or if you switch the places of the two first bracers you will see:
two bracers (ac+1) (sustenance+1)
bracers +1 (ac+1)
So it only checks things like: magic bonus, identified, detected magical,
was_worn. I think the following diff would fix the thing. This way you
can still have the ordinary bracers piled.
*** common/treasure.old Fri Nov 25 17:35:28 1994
--- common/treasure.c Fri Nov 25 17:35:58 1994
***************
*** 676,685 ****
--- 676,686 ----
case BRACERS:
if(!(RANDOM()%(QUERY_FLAG(op, FLAG_CURSED)?5:20))) {
set_ring_bonus(op,QUERY_FLAG(op, FLAG_CURSED)?-DICE2:DICE2);
if (!QUERY_FLAG(op, FLAG_CURSED))
op->value*=3;
+ op->nrof=0;
}
break;
case AMULET:
if(op->arch==amulet_arch)
op->value*=5; /* Since it's not just decoration */