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author | dolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-03-23 21:46:25 +0000 |
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committer | dolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-03-23 21:46:25 +0000 |
commit | 4199cb903775df050465148d7ade49daf09fac39 (patch) | |
tree | 80945903f518f9711e28c413438e51d9890473d8 /crawl-ref/source/effects.cc | |
parent | 9e511702e814c94093bb77ae460f8be8b7a49b16 (diff) | |
download | crawl-ref-4199cb903775df050465148d7ade49daf09fac39.tar.gz crawl-ref-4199cb903775df050465148d7ade49daf09fac39.zip |
Add a weapon enchantment blessing that will enchant a monster's weapon
by two points (either this or armor enchantment blessing can occur, with
5% rarity). Whether to-hit or to-damage is chosen is random. Split
handling of weapon enchantment into enchant_weapon() for the generic
item routines, and handle_enchant_weapon() for the player-specific
routines. Furthermore, make enchant_weapon() and enchant_armour() more
similar in terms of structure.
Also, in bless_follower(), store the blessing description and monster
name in std::strings instead of const char*'s.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3839 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/effects.cc')
-rw-r--r-- | crawl-ref/source/effects.cc | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc index fddc3d2efd..257e58e237 100644 --- a/crawl-ref/source/effects.cc +++ b/crawl-ref/source/effects.cc @@ -1715,18 +1715,16 @@ bool recharge_wand(int item_slot) item_def &wand = you.inv[ item_slot ]; if (wand.base_type == OBJ_WEAPONS - && !is_random_artefact( wand ) - && !is_fixed_artefact( wand ) && get_weapon_brand( wand ) == SPWPN_ELECTROCUTION) { // might fail because of already high enchantment - if (enchant_weapon( ENCHANT_TO_DAM, false, item_slot )) + if ( enchant_weapon( ENCHANT_TO_DAM, false, wand )) { you.wield_change = true; if (!item_ident(wand, ISFLAG_KNOW_TYPE)) set_ident_flags(wand, ISFLAG_KNOW_TYPE); - + return (true); } return (false); |