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author | gammafunk <gammafunk@gmail.com> | 2014-05-25 10:01:22 -0500 |
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committer | gammafunk <gammafunk@gmail.com> | 2014-05-28 12:50:50 -0500 |
commit | 4412034ca0e58c61c99658f6d498f3415480dcfa (patch) | |
tree | 22ac0e79d4fd247aeda996849a566b2d205a8c96 /crawl-ref/source/ouch.h | |
parent | 12a312a68c4aae7d6e8dc669c6b782327fbb9be9 (diff) | |
download | crawl-ref-4412034ca0e58c61c99658f6d498f3415480dcfa.tar.gz crawl-ref-4412034ca0e58c61c99658f6d498f3415480dcfa.zip |
Destroy item destruction
Now that inventory weight and player burden states are gone, item
destruction doesn't serve one purpose it clearly accomplished: help
prevent the player from being at or next to burden capacity at all
times. Outright destruction of strategic consumables encourages more
needless inventory management, so we'd like to exclude these from any
form of destruction and possibly prevent them from taking up inventory
space at all. Denial of tactical consumables, either temporarily or
permanently, is something we're going to look into later on, possibly
in the release after next, since it can create interesting and
generally not frustrating gameplay if done correctly. Needless to say,
item destruction wasn't a player favorite and may have a sparsely
attended funeral. RIP in peace.
For now we aren't adjusting the rate of consumable generation to
compensate for no item destruction, but that balancing will happen
after play-testing shows how much adjustment is necessary.
Diffstat (limited to 'crawl-ref/source/ouch.h')
-rw-r--r-- | crawl-ref/source/ouch.h | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/crawl-ref/source/ouch.h b/crawl-ref/source/ouch.h index 7c0afc33cc..efa6d73965 100644 --- a/crawl-ref/source/ouch.h +++ b/crawl-ref/source/ouch.h @@ -87,9 +87,8 @@ void lose_level(int death_source, const char* aux); bool drain_exp(bool announce_full = true, int power = 25, bool ignore_protection = false); -bool expose_player_to_element(beam_type flavour, int strength = 0, - bool damage_inventory = true, - bool slow_dracs = true); +void expose_player_to_element(beam_type flavour, int strength = 0, + bool slow_cold_blooded = true); NORETURN void screen_end_game(string text); int timescale_damage(const actor *act, int damage); |