/* these things affect the chance of hitting something */ #if defined( LOCMIN_CASTLE ) && defined( LOCMIN_GROVE ) if (carries_obj_type (attacker, OBJ_CASTLE_HORSESHOE) > -1 || carries_obj_type (attacker, OBJ_GROVE_GLOVE) > -1 ) hitpct += 5; #endif #ifdef LOCMIN_CRYSTALCAVE if (carries_obj_type (attacker, OBJ_CRYSTALCAVE_SEASTONE) > -1) hitpct += 5; #endif #if defined( LOCMIN_PYRAMID ) && defined( LOCMIN_CRYSTALCAVE ) if( attacker == max_players+MOB_PYRAMID_HORUS && ( !iscarrby( OBJ_CRYSTALCAVE_EARTHSTONE, victim ) || !iscarrby( OBJ_CRYSTALCAVE_SUNSTONE, victim ) || !iscarrby( OBJ_CRYSTALCAVE_SEASTONE, victim ) || !iscarrby( OBJ_CRYSTALCAVE_WINDSTONE, victim ) ) ) { hitpct += 25; } #endif