We can identify them by elimination in this case (they're the only
bag-like container that doesn't produce a message, the others all
do), so it's probably best to be more explicit as to what's going
on (for user interfaces and TDTTOE purposes).
water_damage_chain(obj->cobj, FALSE);
return ER_NOTHING;
+ } else if (obj->otyp == OILSKIN_SACK) {
+ if (carried(obj))
+ pline("Some water slides right off your %s.", ostr);
+ makeknown(OILSKIN_SACK);
+ return ER_NOTHING;
} else if (!force && (Luck + 5) > rn2(20)) {
/* chance per item of sustaining damage:
* max luck: 10%