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10 #define CHANCE_FOR_ARTIFACT 20
16 #define DIFFLEVELS 201
19 #define MAX_SPELLITEM_LEVEL 110
95 extern bool chance(
int a,
int b);
uint8_t chance
Percent chance for this item.
treasure * items
Items in this list, linked.
int16_t total_chance
If non-zero, only 1 item on this list should be generated.
uint8_t list_magic_value
Set difficulty when generating the list pointed by name.
@ GT_ONLY_GOOD
Don't generate bad/cursed items.
@ GT_STARTEQUIP
Generated items have the FLAG_STARTEQUIP.
sstring name
If non null, name of list to use instead.
struct _change_arch change_arch
Override default arch values if set in treasure list.
treasurelist represents one logical group of items to be generated together.
sstring name
Usually monster-name/combination.
uint16_t nrof
Random 1 to nrof items are generated.
struct archetype * item
Which item this link can be.
const char * slaying
If != NULL, copy this over the original arch slaying.
The archetype structure is a set of rules on how to generate and manipulate objects which point to ar...
treasure * next
Next treasure-item in a linked list.
when a treasure got cloned from archlist, we want perhaps change some default values.
treasure * next_yes
If this item was generated, use this link instead of ->next.
uint8_t magic
Max magic bonus to item If the entry is a list transition, 'magic' contains the difficulty required t...
const typedef char * sstring
bool chance(int a, int b)
Return true with a probability of a/b.
const char * name
If != NULL, copy this over the original arch name.
treasure * next_no
If this item was not generated, then continue here.
Magical Runes Runes are magical inscriptions on the dungeon which cast a spell or detonate when something steps on them Flying objects don t detonate runes Beware ! Runes are invisible most of the time They are only visible occasionally ! There are several runes which are there are some special runes which may only be called with the invoke and people may apply it to read it Maybe useful for mazes ! This rune will not nor is it ordinarily invisible Partial Visibility of they ll be visible only part of the time They have a(your level/2) chance of being visible in any given round
const char * title
If != NULL, copy this over the original arch title.
treasure is one element in a linked list, which together consist of a complete treasure-list.
@ GT_UPDATE_INV
When object has been generated, send its information to player.
sstring artifact
If not null, the name of the artifact to apply to item.
@ GT_MINIMAL
Do minimal adjustments, don't make artifacts, and so on.
int8_t list_magic_adjustment
Adjust difficulty when generating the list pointed by name, ignored if list_magic_value is non zero.