if (f1 > d_info[dungeon_type].obj_good) f1 = d_info[dungeon_type].obj_good;
/* Base chance of being "great" */
- f2 = f1 / 2;
+ f2 = f1 * 2 / 3;
/* Maximal chance of being "great" */
if ((p_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[dungeon_type].obj_great))
while (attempts--)
{
/* Get a (hard) monster type */
- r_idx = get_mon_num(dun_level + 10);
+ r_idx = get_mon_num(dun_level + 11);
r_ptr = &r_info[r_idx];
/* Decline incorrect alignment */
while (attempts--)
{
/* Get a (hard) monster type */
- r_idx = get_mon_num(dun_level + 10);
+ r_idx = get_mon_num(dun_level + 11);
r_ptr = &r_info[r_idx];
/* Decline incorrect alignment */