I didn't make them "new artifacts" either – they're enchantable now.
QB4KZOYREZ2ZF3M6KKN5PJIJOYUTDGSYLDSXE2C4WPMCXFSCYSKQC FN7DJD6MTAC4RM4CPGE5ZNEEW2I2CS7ABVWBOHOOEKWQQJQ2HPFAC YMATGAN7P3T5WYPA4AW6PJG42D64ZD7FHW7IMIZY4SHBQ5BPEBJQC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC LY7DLLD7IKL6ZQPVROLDJ46XRM5CMAAEBRFDKJ4M53CPC5GFCGSQC 3BJ2OOF4F524G6UKVGOZVT6W3FSTSHHTKRJADUBZCHDXZWV3KANQC BRGAZR5AXWC2IALBVXO5SB354IRQEIRHSK55RZPGFI4AGIOD4LUQC DCZTGQOKB4UO7GTDDG55NYMJXJIZKPMC75IVEGPEDOLTQHXBNQJQC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC DCZMEKDHQWSQCQYQD6ZXB3XOMWLVLPSPVSBVVMPXMSZF7GO3BVCAC YBXZWBUWXXLLYKP5IHXU46AHJ4YO55NM5QE34I3DFB25NLPQXZPAC KU5FY6KSLTGH44KEZT4SFANRKCTWCQC7VABCMNYJRZNJSYSOXAKQC YMHW3J35NIGDPAVSUN723OCCXZB6NCKZSN4W3HTTA6HFCA36HDUQC HQSI2RK5QGNSOR5Y67GZDK4ZWFZ5DSRPASXAV4VHYVB5TUXFZWJQC NKFL4XC436F2KUPVAX6ZK3VDXTHRVLCTD533OP5NY2CE5HDU56JAC FAVME2A2U4OUKN2BTISAG5PCI5Y4BN6YVFKCSQQHHZLEVVVF4LKAC 3P6R443Q7BHDL2CB34CW5XNWWJ5RXQZUAL7RKVZCNRZPZRLTJS6QC XI7X6SNTHG67D4NQWM75HWB6TVRXVFDPGNSQLTXN6JAZBZIVZXIQC MGJRFND6ON2UWFGG3P7PBHBTR6MEBXVELWY6BY4WYRT6IXRRCH7AC bool make_item_blessed_blade( item_def &item ){if (item.base_type != OBJ_WEAPONS)return (false);// already is an artefactif (is_artefact(item))return (false);// mark as a random artefactitem.flags |= ISFLAG_RANDART;
ASSERT(!item.props.exists( KNOWN_PROPS_KEY ));item.props[KNOWN_PROPS_KEY].new_vector(SV_BOOL).resize(ART_PROPERTIES);CrawlVector &known = item.props[KNOWN_PROPS_KEY].get_vector();known.set_max_size(ART_PROPERTIES);for (vec_size i = 0; i < ART_PROPERTIES; i++)known[i] = (bool) false;ASSERT(!item.props.exists( ARTEFACT_PROPS_KEY ));item.props[ARTEFACT_PROPS_KEY].new_vector(SV_SHORT).resize(ART_PROPERTIES);CrawlVector &rap = item.props[ARTEFACT_PROPS_KEY].get_vector();rap.set_max_size(ART_PROPERTIES);for (vec_size i = 0; i < ART_PROPERTIES; i++)rap[i] = (short) 0;// blessed blade of the Shining Onerap[ARTP_BRAND] = (short) SPWPN_HOLY_WRATH;// set artefact nameASSERT(!item.props.exists( ARTEFACT_NAME_KEY ));item.props[ARTEFACT_NAME_KEY].get_string() = "Blessed Blade";// set artefact appearanceASSERT(!item.props.exists( ARTEFACT_APPEAR_KEY ));item.props[ARTEFACT_APPEAR_KEY].get_string() = "brightly glowing blade";// in case this is ever needed anywhereitem.special = (random_int() & RANDART_SEED_MASK);return (true);}