… | |
… | |
578 | if (op->type == ARMOUR) |
578 | if (op->type == ARMOUR) |
579 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
579 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100; |
580 | |
580 | |
581 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
581 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
582 | magic = (-magic); |
582 | magic = (-magic); |
|
|
583 | |
583 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
584 | op->weight = (op->arch->weight * (100 - magic * 10)) / 100; |
584 | } |
585 | } |
585 | else |
586 | else |
586 | { |
587 | { |
587 | if (op->type == ARMOUR) |
588 | if (op->type == ARMOUR) |
588 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
589 | ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; |
|
|
590 | |
589 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
591 | if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */ |
590 | magic = (-magic); |
592 | magic = (-magic); |
|
|
593 | |
591 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
594 | op->weight = (op->weight * (100 - magic * 10)) / 100; |
592 | } |
595 | } |
593 | } |
596 | } |
594 | |
597 | |
595 | /* |
598 | /* |