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authorAdam Borowski <kilobyte@angband.pl>2011-06-25 14:05:55 +0200
committerAdam Borowski <kilobyte@angband.pl>2011-06-25 18:16:16 +0200
commitd5ff1ff3b859c9fe5f2d17f42a4d407ffa8a3e4d (patch)
treeb39e3834fe37ae42a6943e8c9072369e09b20089 /crawl-ref/source/religion.h
parente2b9add9c27a8ebd679c38468364cab88cb2580e (diff)
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Shift Okawaru piety (and gift) model to piety for Ash monster tiers.
The formulas deviate too much to be testable on empirical data I gathered, so testing in real games is needed. This means, please don't use this for other gods, one broken god is better than several. Also, it might be good to use this to differentiate gods of death/rage from the warrior god: the likes of Makhleb enjoy massacring the meek. They already give more for harder monsters, the bias might be enlarged, but nothing for popcorn and nearly nothing for bulk of monsters is more fitting for Okawaru. Note how the formula simplified out to basically piety for xp. It turns out tension tiers were roughly sqrt(xp), and with this commit making Okawaru's piety gain tier^2, there's no need to do the intermediates.
Diffstat (limited to 'crawl-ref/source/religion.h')
-rw-r--r--crawl-ref/source/religion.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/religion.h b/crawl-ref/source/religion.h
index 7698072569..95adb97285 100644
--- a/crawl-ref/source/religion.h
+++ b/crawl-ref/source/religion.h
@@ -108,6 +108,7 @@ void religion_turn_end();
int get_tension(god_type god = you.religion);
int get_monster_tension(const monster* mons, god_type god = you.religion);
+int get_fuzzied_monster_difficulty(const monster *mons);
bool do_god_gift(bool forced = false);
bool do_zin_sustenance();