forked from github/server
First test to remove items from code: AXE and RUSTY_AXE are out.
Rewriting the rust-spell. Now affecting armor as well (with lower chance)
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6b87faf047
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@ -61,7 +61,6 @@ enum {
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WP_SPEAR,
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WP_GREATSWORD,
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WP_SWORD,
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WP_AXE,
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WP_LANCE,
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WP_RUSTY_SWORD,
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WP_RUSTY_GREATSWORD,
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@ -128,16 +127,12 @@ static weapondata weapontable[WP_MAX + 1] =
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{0.00, "2d8+3", "2d8+3", I_GREATSWORD, SK_SWORD, -1, -2, false, false, { RL_NONE, 0}, CUT },
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/* Schwert */
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{0.00, "1d9+2", "1d9+2", I_SWORD, SK_SWORD, 0, 0, false, false, { RL_NONE, 0}, CUT },
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/* Kriegsaxt */
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{0.00, "2d6+4", "2d6+4", I_AXE, SK_SWORD, 1, -2, false, false, { RL_NONE, 0}, CUT },
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/* Lanze */
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{0.00, "1d5", "2d6+5", I_LANCE, SK_SPEAR, 0, -2, false, false, { RL_NONE, 0}, PIERCE },
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/* Rostiges Schwert */
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{0.00, "1d9", "1d9", I_RUSTY_SWORD, SK_SWORD, -1, -1, false, false, { RL_NONE, 0}, CUT },
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/* Rostiger Zweihänder */
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{0.00, "2d8", "2d8", I_RUSTY_GREATSWORD, SK_SWORD, -2, -3, false, false, { RL_NONE, 0}, CUT },
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/* Rostige Axt */
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{0.00, "2d6", "2d6", I_RUSTY_AXE, SK_SWORD, 0, -3, false, false, { RL_NONE, 0}, CUT },
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/* Rostige Hellebarde */
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{0.00, "2d6", "2d6", I_RUSTY_HALBERD, SK_SPEAR, -2, 1, false, false, { RL_NONE, 0}, CUT },
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/* Unbewaffnet */
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@ -314,8 +314,6 @@ sp_combatrosthauch(fighter * fi, int level, double power, spell * sp)
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/* da n min(force, x), sollte force maximal auf 0 sinken */
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assert(force >= 0);
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/* Eisenwaffen: I_SWORD, I_GREATSWORD, I_AXE, I_HALBERD (50%) */
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if (df->weapons) {
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int w;
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for (w=0;df->weapons[w].type!=NULL;++w) {
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@ -980,10 +980,6 @@ static t_item itemdata[MAXITEMS] = {
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{"Bihänder", "Bihänder", "Bihänder", "Bihänder"},
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IS_PRODUCT, SK_WEAPONSMITH, 4, {2, 0, 0, 0, 0, 0}, 200, 0, 0, NULL
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},
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{ /* I_AXE 36 */
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{"Kriegsaxt", "Kriegsäxte", "Kriegsaxt", "Kriegsäxte"},
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IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 1, 0, 0, 0, 0}, 200, 0, 0, NULL
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},
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{ /* I_LAENSWORD 38 */
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{"Laenschwert", "Laenschwerter", "Laenschwert", "Laenschwerter"},
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IS_PRODUCT, SK_WEAPONSMITH, 8, {0, 0, 0, 0, 1, 0}, 100, 0, 0, NULL
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@ -1122,10 +1118,6 @@ static t_item itemdata[MAXITEMS] = {
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{"Rostiger Zweihänder", "Rostige Zweihänder", "Rostiger Zweihänder", "Rostige Zweihänder"},
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IS_PRODUCT, SK_WEAPONSMITH, 4, {2, 0, 0, 0, 0, 0}, 200, 0, 0, NULL
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},
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{ /* I_RUSTY_AXE */
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{"Rostige Kriegsaxt", "Rostige Kriegsäxte", "Rostige Kriegsaxt", "Rostige Kriegsäxte"},
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IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 1, 0, 0, 0, 0}, 200, 0, 0, NULL
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},
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{ /* I_RUSTY_HALBERD */
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{"Rostige Hellebarde", "Rostige Hellebarden", "Rostige Hellebarde", "Rostige Hellebarden"},
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IS_PRODUCT, SK_WEAPONSMITH, 3, {1, 1, 0, 0, 0, 0}, 200, 0, 0, NULL
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@ -304,7 +304,6 @@ enum {
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I_DRAGONHEAD,
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I_CHASTITY_BELT, /* bleibt */
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I_GREATSWORD,
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I_AXE,
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I_LAENSWORD,
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I_LAEN,
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I_SHIELD,
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@ -345,7 +344,6 @@ enum {
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I_SACK_OF_CONSERVATION,
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I_SPHERE_OF_INVISIBILITY,
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I_RUSTY_GREATSWORD,
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I_RUSTY_AXE,
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I_RUSTY_HALBERD,
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MAX_ITEMS /* do not use outside item.c ! */
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};
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@ -379,7 +377,6 @@ enum {
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R_DRAGONHEAD,
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R_CHASTITY_BELT,
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R_GREATSWORD,
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R_AXE,
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R_EOGSWORD,
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R_EOG,
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R_SHIELD,
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@ -1287,75 +1287,85 @@ patzer_ents(castorder *co)
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* Gebiet: Gwyrrd
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* Wirkung:
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* Zerstört zwischen Stufe und Stufe*10 Eisenwaffen
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* Eisenwaffen: I_SWORD, I_GREATSWORD, I_AXE, I_HALBERD
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*
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* Flag:
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* (FARCASTING | SPELLLEVEL | UNITSPELL | TESTCANSEE | TESTRESISTANCE)
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*/
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/* Syntax: ZAUBER [REGION x y] [STUFE 2] "Rosthauch" 1111 2222 3333 */
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typedef struct iron_weapon {
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const struct item_type * type;
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const struct item_type * rusty;
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float chance;
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struct iron_weapon * next;
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} iron_weapon;
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static iron_weapon * ironweapons = NULL;
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void
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add_ironweapon(const struct item_type * type, const struct item_type * rusty, float chance)
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{
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iron_weapon * iweapon = malloc(sizeof(iron_weapon));
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iweapon->type = type;
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iweapon->rusty = rusty;
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iweapon->chance = chance;
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iweapon->next = ironweapons;
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ironweapons = iweapon;
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}
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static int
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sp_rosthauch(castorder *co)
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{
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unit *u;
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int ironweapon;
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int i, n;
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int n;
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int success = 0;
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region *r = co->rt;
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unit *mage = (unit *)co->magician;
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int cast_level = co->level;
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double force = co->force;
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int force = (int)co->force;
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spellparameter *pa = co->par;
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if (ironweapons==NULL) {
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add_ironweapon(it_find("sword"), it_find("rustysword"), 1.0);
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add_ironweapon(it_find("axe"), it_find("rustyaxe"), 1.0);
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add_ironweapon(it_find("greatsword"), it_find("rustygreatsword"), 1.0);
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add_ironweapon(it_find("halberd"), it_find("rustyhalberd"), 0.5f);
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#ifndef NO_RUSTY_ARMOR
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add_ironweapon(it_find("shield"), it_find("rustyshield"), 0.5f);
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add_ironweapon(it_find("chainmail"), it_find("rustychainmail"), 0.2f);
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#endif
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}
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force = rand()%((int)(force * 10)) + force;
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/* fuer jede Einheit */
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for (n = 0; n < pa->length; n++) {
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static const item_type * it_halberd = NULL;
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if (it_halberd==NULL) it_halberd = it_find("halberd");
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if (force<=0) break;
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for (n = 0; n < pa->length; n++) {
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unit *u = pa->param[n]->data.u;
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int ironweapon = 0;
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iron_weapon * iweapon = ironweapons;
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if(pa->param[n]->flag == TARGET_RESISTS
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|| pa->param[n]->flag == TARGET_NOTFOUND)
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continue;
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if (force<=0) break;
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if (pa->param[n]->flag & (TARGET_RESISTS|TARGET_NOTFOUND)) continue;
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u = pa->param[n]->data.u;
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for (;iweapon!=NULL;iweapon=iweapon->next) {
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item ** ip = i_find(&u->items, iweapon->type);
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if (ip) {
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int i = min((*ip)->number, force);
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if (iweapon->chance<1.0) {
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i = (int)(i*iweapon->chance);
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}
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if (i>0) {
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force -= i;
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ironweapon += i;
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i_change(ip, iweapon->type, -i);
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if (iweapon->rusty) {
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i_change(&u->items, iweapon->rusty, i);
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}
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}
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}
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if (force<=0) break;
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}
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/* Eisenwaffen: I_SWORD, I_GREATSWORD, I_AXE, I_HALBERD (50% Chance)*/
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ironweapon = 0;
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i = min(get_item(u, I_SWORD), (int)force);
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if (i > 0) {
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change_item(u, I_SWORD, -i);
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change_item(u, I_RUSTY_SWORD, i);
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force -= i;
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ironweapon += i;
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}
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i = min(get_item(u, I_GREATSWORD), (int)force);
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if (i > 0){
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change_item(u, I_GREATSWORD, -i);
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change_item(u, I_RUSTY_GREATSWORD, i);
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force -= i;
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ironweapon += i;
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}
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i = min(get_item(u, I_AXE), (int)force);
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if (i > 0){
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change_item(u, I_AXE, -i);
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change_item(u, I_RUSTY_AXE, i);
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force -= i;
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ironweapon += i;
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}
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i = min(i_get(u->items, it_halberd), (int)force);
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if (i > 0){
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if(rand()%100 < 50){
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i_change(&u->items, it_halberd, -i);
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i_change(&u->items, olditemtype[I_RUSTY_HALBERD], i);
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force -= i;
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ironweapon += i;
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}
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}
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if (ironweapon) {
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if (ironweapon>0) {
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/* {$mage mage} legt einen Rosthauch auf {target}. {amount} Waffen
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* wurden vom Rost zerfressen */
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ADDMSG(&mage->faction->msgs, msg_message(
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@ -9,14 +9,14 @@
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<startup race="dwarf">
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<item name="axe" amount="1"/>
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<item name="chainmail" amount="1"/>
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<skill name="sk_sword" level="1"/>
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<skill name="sk_melee" level="1"/>
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</startup>
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<startup race="elf">
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<item name="fairyboot" amount="1"/>
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</startup>
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<startup race="uruk">
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<skill name="sk_spear" level="4"/>
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<skill name="sk_sword" level="4"/>
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<skill name="sk_melee" level="4"/>
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<skill name="sk_crossbow" level="4"/>
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<skill name="sk_catapult" level="4"/>
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<skill name="sk_bow" level="4"/>
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@ -32,7 +32,7 @@
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<function name="use" value="use_speedsail"/>
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</item>
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</resource>
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<resource name="snowman">
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<!-- xmas gimmik -->
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<item notlost="yes" weight="1"/>
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@ -54,6 +54,32 @@
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</item>
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</resource>
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<resource name="axe">
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<item weight="200">
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<construction skill="sk_weaponsmithing" minskill="3" reqsize="1">
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<requirement type="log" quantity="1"/>
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<requirement type="iron" quantity="1"/>
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</construction>
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<weapon cut="true" skill="sk_melee" offmod="1" defmod="-2">
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<damage type="rider" value="2d6+4"/>
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<damage type="footman" value="2d6+4"/>
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</weapon>
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</item>
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</resource>
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<resource name="rustyaxe">
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<item weight="200">
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<construction skill="sk_weaponsmithing" minskill="3" reqsize="1">
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<requirement type="log" quantity="1"/>
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<requirement type="iron" quantity="1"/>
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</construction>
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<weapon cut="true" skill="sk_melee" offmod="0" defmod="-3">
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<damage type="rider" value="2d6"/>
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<damage type="footman" value="2d6"/>
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</weapon>
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</item>
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</resource>
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<resource name="mallorncrossbow">
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<item weight="100">
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<construction skill="sk_weaponsmithing" minskill="5" reqsize="1">
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