From 904a64bbcff41f7ecde8de133ddf68eeb2a8959f Mon Sep 17 00:00:00 2001 From: j-p-e-g Date: Thu, 24 Apr 2008 09:35:03 +0000 Subject: * Add a wizard function apply_monster_blessing to allow for easy testing of dolorous' fabulous blessing routines. * Allow the possibility of naming monsters: A monster's random name seed is stored in its number property, and the actual name gets picked from randname.txt. (Once this leaves the experimental stage I'll move them into a file of their own.) This means that monster types that already use number for something else (hydras for #heads, manticores for #spikes, or zombies for monster type) cannot be named. Use the new functions for naming orcs blessed by Beogh. Only non-generic orcs may get named, e.g. orcs promoted to priesthood or orc warriors that get their weapon enchanted. I tried to come up with a number of thematic orcish names, and if anyone would like to contribute, they're welcome to do so. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4586 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/randart.cc | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'crawl-ref/source/randart.cc') diff --git a/crawl-ref/source/randart.cc b/crawl-ref/source/randart.cc index 6ed9069317..c17cf49a02 100644 --- a/crawl-ref/source/randart.cc +++ b/crawl-ref/source/randart.cc @@ -793,8 +793,8 @@ void static _get_randart_properties(const item_def &item, } } - if (random2(15) >= power_level && aclass != OBJ_WEAPONS && - (aclass != OBJ_JEWELLERY || atype != RING_SLAYING)) + if (random2(15) >= power_level && aclass != OBJ_WEAPONS + && (aclass != OBJ_JEWELLERY || atype != RING_SLAYING)) { // Weapons and rings of slaying can't get these if (one_chance_in(4 + power_level)) // to-hit -- cgit v1.2.3-54-g00ecf