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authorelliptic <hyperelliptical@gmail.com>2012-06-09 12:21:46 -0400
committerelliptic <hyperelliptical@gmail.com>2012-06-09 20:10:18 -0400
commitee7a1cff33852e8f4f78ef4e003dd4fad6032fbd (patch)
treee11bc3cc0956da350082e47330ea0b36157ccf57 /crawl-ref/source/spl-goditem.h
parentc56721eb37afb6956ea0c44ed48f0962e1acbb23 (diff)
downloadcrawl-ref-ee7a1cff33852e8f4f78ef4e003dd4fad6032fbd.tar.gz
crawl-ref-ee7a1cff33852e8f4f78ef4e003dd4fad6032fbd.zip
Remove scrolls of detect curse.
These scrolls simultaneously encouraged scummy behavior (collecting dozens of weapons/armour to detect curses on all of them at once) and were pretty much junk after early game (because remove curse is common and you probably don't actually want to try out every weapon in the game because of distortion anyway). I tried to change other scroll generation probabilities as little as possible, but this means something like a 3-5% increase for most scrolls, and about 15% for remove curse (as very partial compensation). The scroll generation code is a bit cleaner now. Upgraded games have detect curse converted to remove curse.
Diffstat (limited to 'crawl-ref/source/spl-goditem.h')
-rw-r--r--crawl-ref/source/spl-goditem.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/crawl-ref/source/spl-goditem.h b/crawl-ref/source/spl-goditem.h
index cb391cef54..d4334e2d99 100644
--- a/crawl-ref/source/spl-goditem.h
+++ b/crawl-ref/source/spl-goditem.h
@@ -13,7 +13,6 @@ int detect_items(int pow);
int detect_creatures(int pow, bool telepathic = false);
bool remove_curse(bool alreadyknown = true, std::string *pre_msg = NULL);
bool curse_item(bool armour, bool alreadyknown, std::string *pre_msg = NULL);
-bool detect_curse(int scroll, bool suppress_msg);
bool entomb(int pow);
bool cast_imprison(int pow, monster* mons, int source);