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author | Chris Campbell <chriscampbell89@gmail.com> | 2014-05-28 03:46:31 +0100 |
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committer | Chris Campbell <chriscampbell89@gmail.com> | 2014-05-28 04:43:17 +0100 |
commit | cd548fe2d1827730c6ba5b5d28242e1d7aca1591 (patch) | |
tree | d047d1952a2a58d17509a5c38932f5b4c5e93540 /crawl-ref/source/ouch.h | |
parent | a5e4a985aef88b7de2b6e483643db4e78c2168f2 (diff) | |
download | crawl-ref-cd548fe2d1827730c6ba5b5d28242e1d7aca1591.tar.gz crawl-ref-cd548fe2d1827730c6ba5b5d28242e1d7aca1591.zip |
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/ouch.h')
-rw-r--r-- | crawl-ref/source/ouch.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/ouch.h b/crawl-ref/source/ouch.h index 1eb7501fbf..7c0afc33cc 100644 --- a/crawl-ref/source/ouch.h +++ b/crawl-ref/source/ouch.h @@ -71,7 +71,7 @@ enum kill_method_type int check_your_resists(int hurted, beam_type flavour, string source, bolt *beam = 0, bool doEffects = true); void splash_with_acid(int acid_strength, int death_source, - bool corrode_items = true, const char* hurt_msg = nullptr); + bool allow_corrosion = true, const char* hurt_msg = nullptr); class actor; int actor_to_death_source(const actor* agent); |