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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