/* Make a great object */
make_object(o_ptr, AM_GOOD | AM_GREAT);
-
- /* Drop it in the dungeon */
(void)drop_near(o_ptr, -1, y, x);
}
}
/* Prepare to make a prize */
object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
q_ptr->pval = m_ptr->r_idx;
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
/* Make a book */
make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
/* Mega-Hack -- Actually create "Grond" */
apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
q_ptr = &forge;
/* Mega-Hack -- Actually create "Chaos" */
apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
break;
/* Prepare to make a broken sword */
object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
/* Make a cloak */
make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
/* Make a poleweapon */
make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
/* Make a hard armor */
make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
/* Make a hafted weapon */
make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
/* Make a sword */
make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
object_prep(q_ptr, k_idx);
apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
dump_item++;
}
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
q_ptr->to_d = 3 + randint1(dun_level) % 10;
one_resistance(q_ptr);
q_ptr->name2 = EGO_CHAOTIC;
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
break;