Ok. I just need to increase the random amounts. Where would this be altered?
void random_apply( OBJ_DATA *obj, CHAR_DATA *mob )
{
int chance;
int applychance;
int antitype;
static int attrib_types[] = { APPLY_STR, APPLY_DEX, APPLY_DEX, APPLY_INT, APPLY_INT, APPLY_INT, APPLY_WIS, APPLY_WIS,
APPLY_WIS, APPLY_CON, APPLY_CON, APPLY_CON, APPLY_LCK, APPLY_LCK, APPLY_LCK, APPLY_CHA, APPLY_CHA,
APPLY_CHA, APPLY_HITROLL, APPLY_DAMROLL, APPLY_SPELLDAM };
static int power_types[] = { APPLY_MANA, APPLY_MANA, APPLY_HIT, APPLY_HIT, APPLY_MOVE, APPLY_MOVE };
static int save_types[] = { APPLY_SAVING_SPELL, APPLY_SAVING_SPELL, APPLY_SAVING_BREATH, APPLY_SAVING_BREATH,
APPLY_SAVING_PARA, APPLY_SAVING_DAMAGE };
static int attrib_mods[] = { -3, -2, -2, -1, -1, -1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3 };
static int power_mods[] = { -30, -20, -10, -10, -5, -5, 5, 5, 5, 10, 10, 10, 20, 20, 20, 30 };
static int save_mods[] = { -3, -2, -2, -2, -2, -2, -1, -1, -1, -1, -1, 1, 1, 2, 3 };
AFFECT_DATA *paf;
separate_obj( obj );
CREATE( paf, AFFECT_DATA, 100 );
paf->type = -1;
paf->duration = -1;
switch (number_range(1, 4)) {
case 1:
paf->location = attrib_types[number_range(0, nelems(attrib_types)-1)];
paf->modifier = attrib_mods[number_range(0, nelems(attrib_mods)-1)];
xCLEAR_BITS( paf->bitvector );
LINK( paf, obj->first_affect, obj->last_affect, next, prev );
break;
case 2:
paf->location = power_types[number_range(0, nelems(power_types)-1)];
paf->modifier = power_mods[number_range(0, nelems(power_mods)-1)];
xCLEAR_BITS( paf->bitvector );
LINK( paf, obj->first_affect, obj->last_affect, next, prev );
break;
case 3:
paf->location = attrib_types[number_range(0, nelems(attrib_types)-1)];
paf->modifier = attrib_mods[number_range(0, nelems(attrib_mods)-1)];
xCLEAR_BITS( paf->bitvector );
LINK( paf, obj->first_affect, obj->last_affect, next, prev );
break;
case 4:
paf->location = save_types[number_range(0, nelems(save_types)-1)];
paf->modifier = save_mods[number_range(0, nelems(save_mods)-1)];
xCLEAR_BITS( paf->bitvector );
LINK( paf, obj->first_affect, obj->last_affect, next, prev );
break;
}
xSET_BIT(obj->extra_flags, ITEM_MAGIC);
if (number_percent() <= 10)
xSET_BIT(obj->extra_flags, ITEM_GLOW);
if (number_percent() <= 10)
xSET_BIT(obj->extra_flags, ITEM_HUM);
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