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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-07-23 20:08:15 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-07-23 20:08:15 +0000
commit0b1e914465f3e3f1f4c73f63cf2346c3f2253861 (patch)
treedde3aae81490a22244460bd2a5d8db313dcf9d9b /crawl-ref
parent0a39339616bebe698ef054e55db8a8e6f16c4483 (diff)
downloadcrawl-ref-0b1e914465f3e3f1f4c73f63cf2346c3f2253861.tar.gz
crawl-ref-0b1e914465f3e3f1f4c73f63cf2346c3f2253861.zip
Fix 1951909: Randart bardings getting named as boots.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6645 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref')
-rw-r--r--crawl-ref/source/makeitem.cc15
1 files changed, 9 insertions, 6 deletions
diff --git a/crawl-ref/source/makeitem.cc b/crawl-ref/source/makeitem.cc
index 95b1ec5d08..c4b171508d 100644
--- a/crawl-ref/source/makeitem.cc
+++ b/crawl-ref/source/makeitem.cc
@@ -1829,16 +1829,19 @@ static bool _try_make_armour_artefact(item_def& item, int force_type,
// The other 98% are normal randarts.
- // No randart hides.
- hide2armour(item);
- make_item_randart( item );
-
// 10% of boots become barding.
if (item.sub_type == ARM_BOOTS && one_chance_in(10))
{
item.sub_type = coinflip() ? ARM_NAGA_BARDING
: ARM_CENTAUR_BARDING;
}
+ else
+ hide2armour(item); // No randart hides.
+
+
+ // Needs to be done after the barding chance else we get randart
+ // bardings named Boots of xy.
+ make_item_randart( item );
// Determine enchantment and cursedness.
if (one_chance_in(5))
@@ -2151,7 +2154,7 @@ static void _generate_armour_item(item_def& item, bool allow_uniques,
// would be an enchanted item which somehow didn't get converted
// into armour).
if (force_good)
- hide2armour(item); // what of animal hides? {dlb}
+ hide2armour(item); // What of animal hides? {dlb}
// skin armours + Crystal PM don't get special enchantments
// or species, but can be randarts
@@ -3836,7 +3839,7 @@ static void _give_ammo(monsters *mon, int level,
{
qty = 1;
}
-
+
w.quantity = qty;
_give_monster_item(mon, thing_created, false,
&monsters::pickup_throwable_weapon);