diff options
Diffstat (limited to 'crawl-ref/source/makeitem.cc')
-rw-r--r-- | crawl-ref/source/makeitem.cc | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/crawl-ref/source/makeitem.cc b/crawl-ref/source/makeitem.cc index 9bcd9df25d..b12423e474 100644 --- a/crawl-ref/source/makeitem.cc +++ b/crawl-ref/source/makeitem.cc @@ -1543,9 +1543,9 @@ static void _generate_weapon_item(item_def& item, bool allow_uniques, set_equip_race(item, _determine_weapon_race(item, item_race)); - // if we allow acquirement-type items to be orcish, then - // there's a good chance that we'll just strip them of - // their ego type at the bottom of this function. -- bwr + // If we allow acquirement-type items to be orcish, then there's a + // good chance that we'll just strip them of their ego type at the + // bottom of this function. -- bwr if (force_good && !forced_ego && get_equip_race( item ) == ISFLAG_ORCISH) set_equip_race( item, ISFLAG_NO_RACE ); @@ -1553,10 +1553,10 @@ static void _generate_weapon_item(item_def& item, bool allow_uniques, if (item_level < 0) { - // thoroughly damaged, could had been good once + // Thoroughly damaged, could had been good once. if (!no_brand && (forced_ego || one_chance_in(4))) { - // brand is set as for "good" items + // Brand is set as for "good" items. set_item_ego_type(item, OBJ_WEAPONS, _determine_weapon_brand(item, 2+2*you.your_level)); } @@ -1570,7 +1570,7 @@ static void _generate_weapon_item(item_def& item, bool allow_uniques, || x_chance_in_y(51 + item_level, 200)) && !_item_is_mundane(item)) { - // Make a better item (possibly ego) + // Make a better item (possibly ego). if (!no_brand) { set_item_ego_type(item, OBJ_WEAPONS, @@ -1586,7 +1586,7 @@ static void _generate_weapon_item(item_def& item, bool allow_uniques, const int chance = (force_good ? 200 : item_level); - // odd-looking, but this is how the algorithm compacts {dlb}: + // Odd-looking, but this is how the algorithm compacts {dlb}. for (int i = 0; i < 4; ++i) { item.plus += random2(3); @@ -1595,7 +1595,7 @@ static void _generate_weapon_item(item_def& item, bool allow_uniques, break; } - // odd-looking, but this is how the algorithm compacts {dlb}: + // Odd-looking, but this is how the algorithm compacts {dlb}. for (int i = 0; i < 4; ++i) { item.plus2 += random2(3); |