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authorDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-10-31 07:21:30 -0500
committerDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-10-31 07:23:39 -0500
commit77b9d999ee0718111a4f72c9440351a42b45eb45 (patch)
treeacd7b0e2c3670fc74cf4a7abec12f34d4d9f6b28 /crawl-ref/source/itemprop.cc
parentd57059f214fcee7e3258cafce6a6131f8558d45b (diff)
downloadcrawl-ref-77b9d999ee0718111a4f72c9440351a42b45eb45.tar.gz
crawl-ref-77b9d999ee0718111a4f72c9440351a42b45eb45.zip
After some thought, allow mundane items to be artefacts again, but more
rarely than non-mundane items. After all, there are some unrandarts made from mundane items, so there's precedent for it.
Diffstat (limited to 'crawl-ref/source/itemprop.cc')
-rw-r--r--crawl-ref/source/itemprop.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/itemprop.cc b/crawl-ref/source/itemprop.cc
index b271b715ce..ffb665f089 100644
--- a/crawl-ref/source/itemprop.cc
+++ b/crawl-ref/source/itemprop.cc
@@ -584,7 +584,7 @@ bool item_is_critical(const item_def &item)
&& item.plus != RUNE_ABYSSAL);
}
-// Is item something that no one would bother enchanting?
+// Is item something that no one would usually bother enchanting?
bool item_is_mundane(const item_def &item)
{
switch (item.base_type)