creating stable chaos
making patterns where there should be none
sewing order into the chaos
you spit in the face of random numbers, of chaos
Flaming Bastard Two-Handed Scimitar Iron: 3-6 3-7 (15 astr) 4-8 (46 astr) 5-9 (48 astr) Meteoric Steel: 3-7 4-8 (11 astr) 5-9 (35 astr) 5-10 (37 astr) Mithril: 3-7 4-8 5-10 (18 astr) 6-11 (19 astr) Octiron: 3-6 3-6 4-8 4-9 Diamond: 4-8 5-9 6-11 7-12 Adamant: 6-11 7-13 (23 astr) 8-15 (9/71 astr) 9-17 (10/75 astr) Valpurium: 4-9 5-10 7-12 7-14
truth flamingsword::HitEffect(character* Enemy, character* Hitter, v2 HitPos, int BodyPartIndex, int Direction, truth BlockedByArmour) { truth BaseSuccess = meleeweapon::HitEffect(Enemy, Hitter, HitPos, BodyPartIndex, Direction, BlockedByArmour); if(Enemy->IsEnabled() && RAND() & 1) { if(Enemy->IsPlayer() || Hitter->IsPlayer() || Enemy->CanBeSeenByPlayer() || Hitter->CanBeSeenByPlayer()) ADD_MESSAGE("%s sword burns %s.", Hitter->CHAR_POSSESSIVE_PRONOUN, Enemy->CHAR_DESCRIPTION(DEFINITE)); return Enemy->ReceiveBodyPartDamage(Hitter, 3 + (RAND() & 3), FIRE, BodyPartIndex, Direction) || BaseSuccess; } else return BaseSuccess; }