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authorChris Campbell <chriscampbell89@gmail.com>2014-05-28 03:46:31 +0100
committerChris Campbell <chriscampbell89@gmail.com>2014-05-28 04:43:17 +0100
commitcd548fe2d1827730c6ba5b5d28242e1d7aca1591 (patch)
treed047d1952a2a58d17509a5c38932f5b4c5e93540 /crawl-ref/source/items.h
parenta5e4a985aef88b7de2b6e483643db4e78c2168f2 (diff)
downloadcrawl-ref-cd548fe2d1827730c6ba5b5d28242e1d7aca1591.tar.gz
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Reduce the base chance of applying corrosion, ignore item enchantment for resistance
With temporary corrosion being more abstracted than permanent corrosion, having items resist individually was a little strange since an artefact or +9 weapon could still be "corroded" by swapping from something else to it, or by having your armour be the target of the acid. Corrosion now just looks at equipped/empty slots to determine the chance of applying the debuff and how much damage to do with the acid splash, and is less likely to apply the debuff (compared to low-enchantment items). Item enchantment (or artefact status, or crystal plate armour-ness) no longer has an effect. The debuff also now can't be applied multiple times from one acid splash.
Diffstat (limited to 'crawl-ref/source/items.h')
-rw-r--r--crawl-ref/source/items.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/crawl-ref/source/items.h b/crawl-ref/source/items.h
index 967c46e176..6ee9a1a1fb 100644
--- a/crawl-ref/source/items.h
+++ b/crawl-ref/source/items.h
@@ -136,7 +136,6 @@ equipment_type item_equip_slot(const item_def &item);
void item_was_lost(const item_def &item);
void item_was_destroyed(const item_def &item, int cause = -1);
-void corrode_item(item_def &item, actor *holder);
bool get_item_by_name(item_def *item, char* specs,
object_class_type class_wanted,