}
this->enchant();
- if ((one_in_(150) && (this->power > 0) && !this->o_ptr->is_cursed() && (this->level > 79)) || (this->power > 2)) {
+ if ((this->power > 2) || (one_in_(150) && (this->power > 0) && !this->o_ptr->is_cursed() && (this->level > 79))) {
this->o_ptr->pval = std::min<short>(this->o_ptr->pval, 4);
become_random_artifact(player_ptr, this->o_ptr, false);
return;
* @param player_ptr プレイヤーへの参照ポインタ
* @param o_ptr 強化を与えたいオブジェクトの構造体参照ポインタ
* @param power 生成ランク
- * @details
- * Hack -- note the special code for various items
+ * @details power > 2はデバッグ専用.
*/
void apply_magic_others(PlayerType *player_ptr, object_type *o_ptr, int power)
{
o_ptr->pval = 0;
}
- /* power > 2はデバッグ専用. */
if (power > 2) {
become_random_artifact(player_ptr, o_ptr, false);
} else if ((power == 2) || ((power == 1) && one_in_(3))) {
}
this->enchant();
- if ((one_in_(400) && (this->power > 0) && !this->o_ptr->is_cursed() && (this->level > 79)) || (this->power > 2)) {
+ if ((this->power > 2) || (one_in_(400) && (this->power > 0) && !this->o_ptr->is_cursed() && (this->level > 79))) {
this->o_ptr->pval = std::min<short>(this->o_ptr->pval, 4);
become_random_artifact(this->player_ptr, this->o_ptr, false);
return;
switch (this->o_ptr->tval) {
case ItemKindType::DRAG_ARMOR:
- if (one_in_(50) || (this->power > 2)) {
+ if ((this->power > 2) || one_in_(50)) {
become_random_artifact(this->player_ptr, this->o_ptr, false);
}
*/
void ArmorEnchanter::give_ego_index()
{
- if (one_in_(20) || (this->power > 2)) {
+ if ((this->power > 2) || one_in_(20)) {
become_random_artifact(this->player_ptr, this->o_ptr, false);
return;
}
}
if (this->power > 1) {
- if (one_in_(20) || (this->power > 2)) {
+ if ((this->power > 2) || one_in_(20)) {
become_random_artifact(this->player_ptr, this->o_ptr, false);
return;
}
}
if (this->power > 1) {
- if (one_in_(20) || (this->power > 2)) {
+ if ((this->power > 2) || one_in_(20)) {
become_random_artifact(this->player_ptr, this->o_ptr, false);
return;
}
*/
void CrownEnchanter::give_ego_index()
{
- if (one_in_(20) || (this->power > 2)) {
+ if ((this->power > 2) || one_in_(20)) {
become_random_artifact(this->player_ptr, this->o_ptr, false);
return;
}
}
if (this->power > 1) {
- if (one_in_(20) || (this->power > 2)) {
+ if ((this->power > 2) || one_in_(20)) {
become_random_artifact(this->player_ptr, this->o_ptr, false);
return;
}
*/
void HelmEnchanter::give_ego_index()
{
- if (one_in_(20) || (this->power > 2)) {
+ if ((this->power > 2) || one_in_(20)) {
become_random_artifact(this->player_ptr, this->o_ptr, false);
return;
}
return;
}
- if (one_in_(20) || (this->power > 2)) {
+ if ((this->power > 2) || one_in_(20)) {
become_random_artifact(this->player_ptr, this->o_ptr, false);
return;
}
/*!
* @brief 武器系オブジェクトに生成ランクごとの強化を与えるサブルーチン
* Apply magic to an item known to be a "weapon"
+ * @details power > 2はデバッグ専用.
*/
void WeaponEnchanter::apply_magic()
{
switch (this->o_ptr->tval) {
case ItemKindType::DIGGING: {
if (this->power > 1) {
- /* this->power > 2はデバッグ専用. */
- if (one_in_(30) || (this->power > 2))
+ if ((this->power > 2) || one_in_(30))
become_random_artifact(this->player_ptr, this->o_ptr, false);
else
this->o_ptr->name2 = EGO_DIGGING;