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More cartomancer item gen tweaks. I felt overwhelmed by how many card…
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…s were dropped even by turn 2000, so I dropped the card drop to 1 in 3 instead of 1 in 2. I also tweaked the item gen odds so that scrolls and wands generate half as much. The cartomancer will be getting so many cards and zap cards from death drops I don't think it will be too noticeable.
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elunna committed Nov 17, 2023
1 parent 31cd543 commit 5cfc119
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Showing 2 changed files with 6 additions and 6 deletions.
8 changes: 4 additions & 4 deletions src/mkobj.c
Original file line number Diff line number Diff line change
Expand Up @@ -39,15 +39,15 @@ static const struct icp mkobjprobs[] = { { 10, WEAPON_CLASS },
{ 3, RING_CLASS },
{ 1, AMULET_CLASS } };

static const struct icp cartprobs[] = { { 8, WEAPON_CLASS },
static const struct icp cartprobs[] = { { 10, WEAPON_CLASS },
{ 10, ARMOR_CLASS },
{ 30, FOOD_CLASS },
{ 8, TOOL_CLASS },
{ 8, GEM_CLASS },
{ 12, POTION_CLASS },
{ 12, SCROLL_CLASS },
{ 16, POTION_CLASS },
{ 8, SCROLL_CLASS },
{ 4, SPBOOK_CLASS },
{ 4, WAND_CLASS },
{ 2, WAND_CLASS },
{ 3, RING_CLASS },
{ 1, AMULET_CLASS } };

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4 changes: 2 additions & 2 deletions src/mon.c
Original file line number Diff line number Diff line change
Expand Up @@ -3943,9 +3943,9 @@ boolean was_swallowed; /* digestion */
}

/* Anything killed while playing as a cartomancer has
* a chance of leaving behind a monster card. */
* a chance of leaving behind a card. */
if (Role_if(PM_CARTOMANCER) && !(mon->data->geno & G_UNIQ)
&& !mon->mtame && !mon->msummoned && rn2(2)) {
&& !mon->mtame && !mon->msummoned && !rn2(3)) {
switch (rnd(2)) {
case 1: { /* Wand zap card */
int otyp;
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