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authorDracoOmega <draco_omega@live.com>2013-04-16 23:01:35 -0230
committerDracoOmega <draco_omega@live.com>2013-05-26 18:58:29 -0230
commit6dae2d38204a454f87d93825d15b9d7f93cc2c86 (patch)
tree4d5044cc007d18946a910e159eef2823dab253f9 /crawl-ref/source/effects.h
parent7f46288d89cfe93a2358e066073ce90527e1e4bc (diff)
downloadcrawl-ref-6dae2d38204a454f87d93825d15b9d7f93cc2c86.tar.gz
crawl-ref-6dae2d38204a454f87d93825d15b9d7f93cc2c86.zip
Implement elemental evoker recharge via xp gain
The 4 elemental evokers (fan of gales, lamp of fire, stone of tremors, and phial of floods) now expend themselves after one use an can be recharged only by gaining exp while they are in the player's possession. The formula used almost certainly needs rewriting, as this is only one step up from a placeholder, but it will hopefully scale with player xl and evocations skill in a sane enough way to test. For now, exp gained is split among all evokers, meaning that carrying two causes each to recharge twice as slowly. I am not certain this is a good thing, but is up for future adjustment.
Diffstat (limited to 'crawl-ref/source/effects.h')
-rw-r--r--crawl-ref/source/effects.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/effects.h b/crawl-ref/source/effects.h
index a70404792d..300f5de080 100644
--- a/crawl-ref/source/effects.h
+++ b/crawl-ref/source/effects.h
@@ -73,6 +73,7 @@ bool vitrify_area(int radius);
void update_level(int elapsedTime);
void handle_time();
void recharge_rods(int aut, bool floor_only);
+void recharge_elemental_evokers(int exp);
void slime_wall_damage(actor* act, int delay);