*/
if (randint0(100) < 75)
{
- place_object(*y, *x, AM_OKAY);
+ place_object(*y, *x, 0L);
}
else
{
/* Create an out of deep object */
if (randint0(100) < 75)
- place_object(*y, *x, AM_OKAY);
+ place_object(*y, *x, 0L);
else if (randint0(100) < 80)
- place_object(*y, *x, AM_OKAY | AM_GOOD);
+ place_object(*y, *x, AM_GOOD);
else
- place_object(*y, *x, AM_OKAY | AM_GOOD | AM_GREAT);
+ place_object(*y, *x, AM_GOOD | AM_GREAT);
object_level = base_level;
}
}
/* Apply magic (no messages, no artifacts) */
- apply_magic(o_ptr, base_level, AM_GOOD);
+ apply_magic(o_ptr, base_level, AM_NO_FIXED_ART | AM_GOOD);
(void)drop_near(o_ptr, -1, *y, *x);
}