thank you!
but i will probably reduce de source. i think i do not need the b-thingy
but i will probably reduce de source. i think i do not need the b-thingy

int breakage_chance(const object_type *o_ptr, bool hit_target) {
bitflag f[OF_SIZE];
object_flags(o_ptr, f);
int perc = o_ptr->kind->base->break_perc;
if (o_ptr->artifact) return 0;
if (of_has(f, OF_THROWS2)){
perc = 25;
}
if (!hit_target) return (perc * perc) / 100;
return perc;
}
if (o_ptr->flags, OF_SP) {
bonus = o_ptr->pval;
msp = (bonus * levels) + msp;
}
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