else power_level = 3;
}
- /*平均対邪ダメージが一定以上なら11/12でダメージ抑制処理を行う*/
- if(suppression_evil_dam(o_ptr) && !one_in_(12) && object_is_weapon)
+ /* 平均対邪ダメージが一定以上なら11/12(WEIRD_LUCK)でダメージ抑制処理を行う */
+ if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon)
{
- msg_format("抑制処理");
+ if(cheat_xtra) msg_format("抑制処理");
do
{
if (weakening_artifact(o_ptr) == 0)
/* Give priority to weaponsmith's essential activations */
if (object_is_smith(o_ptr))
{
- switch (o_ptr->xtra3-1)
+ switch (o_ptr->xtra3 - 1)
{
case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
dam = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
if(cheat_xtra) msg_format("素平均%d ", dam);
- if (have_flag(flgs, TR_KILL_EVIL))
+ if(have_flag(flgs, TR_KILL_EVIL))
{
-
- if (have_flag(flgs,TR_FORCE_WEAPON))
- {
- dam = dam * 1.5 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
- }
- else
- {
- dam = dam * 3.5;
- }
+ dam = dam * 7 / 2;
if (cheat_xtra) msg_format("X邪計算後%d ", dam);
}
- else if (!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
- {
-
- if (have_flag(flgs, TR_FORCE_WEAPON))
- {
- dam = dam * 1.5 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
- }
- else
- {
- dam = dam * 2;
- }
+ else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
+ {
+ dam = dam * 2;
if (cheat_xtra) msg_format("/邪計算後%d ", dam);
}
+ if (have_flag(flgs, TR_FORCE_WEAPON))
+ {
+ dam = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
+ }
- if (have_flag(flgs, TR_VORPAL))
+ if(have_flag(flgs, TR_VORPAL))
{
- dam = dam * 1.21;
+ dam = dam * 11 / 9;
if (cheat_xtra) msg_format("/切計算後%d ", dam);
}
int k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
object_kind *k_ptr = &k_info[k_idx];
- if ((k_info[k_idx].dd > o_ptr->dd) || (k_info[k_idx].ds > o_ptr->ds))
+ if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
{
if (o_ptr->dd > o_ptr->ds)
{
return 1;
}
- if (o_ptr->to_d > 11)
+ if (o_ptr->to_d > 10)
{
o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
if (o_ptr->to_d < 10)