#include "object-enchant/apply-magic.h"
#include "object-enchant/item-apply-magic.h"
#include "object-enchant/object-ego.h"
-#include "perception/object-perception.h"
#include "object/object-generator.h"
+#include "object/object-info.h"
#include "object/object-kind-hook.h"
#include "object/object-kind.h"
-#include "object/object-info.h"
+#include "perception/object-perception.h"
#include "player/player-personalities-types.h"
#include "player/player-race-types.h"
#include "realm/realm-types.h"
continue;
int slot = wield_slot(creature_ptr, o_ptr);
- if (slot < INVEN_RARM)
+ if (slot < INVEN_MAIN_HAND)
continue;
if (slot == INVEN_LITE)
continue;
o_ptr = &creature_ptr->inventory_list[slot];
object_copy(o_ptr, i_ptr);
- creature_ptr->total_weight += i_ptr->weight;
creature_ptr->equip_cnt++;
}
}
get_mon_num_prep(creature_ptr, monster_hook_human, NULL);
for (int i = rand_range(3, 4); i > 0; i--) {
object_prep(creature_ptr, q_ptr, lookup_kind(TV_CORPSE, SV_CORPSE));
- q_ptr->pval = get_mon_num(creature_ptr, 2, 0);
+ q_ptr->pval = get_mon_num(creature_ptr, 0, 2, 0);
if (q_ptr->pval) {
q_ptr->number = 1;
add_outfit(creature_ptr, q_ptr);
add_outfit(creature_ptr, q_ptr);
}
- if (creature_ptr->pseikaku == PERSONALITY_SEXY) {
- player_init[creature_ptr->pclass][2][0] = TV_HAFTED;
- player_init[creature_ptr->pclass][2][1] = SV_WHIP;
+ if (creature_ptr->pclass != CLASS_SORCERER) {
+ if (creature_ptr->pseikaku == PERSONALITY_SEXY) {
+ player_init[creature_ptr->pclass][2][0] = TV_HAFTED;
+ player_init[creature_ptr->pclass][2][1] = SV_WHIP;
+ }
}
for (int i = 0; i < 3; i++) {