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author | Adam Borowski <kilobyte@angband.pl> | 2012-06-21 01:09:42 +0200 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2012-06-21 01:18:38 +0200 |
commit | 61a277ac1a150891dabf4432f18909a199e81996 (patch) | |
tree | 186b60adda5af844a040fee794b8ea9c43472072 /crawl-ref/source/trap_def.h | |
parent | 03a6cd18151a15228da165d4849bce55e663f877 (diff) | |
download | crawl-ref-61a277ac1a150891dabf4432f18909a199e81996.tar.gz crawl-ref-61a277ac1a150891dabf4432f18909a199e81996.zip |
Unscale trap to-hit and disarm chance.
Nothing after level generation is supposed to depend on depth. A foo trap
is a foo trap, no matter where you find it.
This and previous changes make Sprint in particular more deadly: before, all
traps did almost no damage, having depth of D:1.
Diffstat (limited to 'crawl-ref/source/trap_def.h')
-rw-r--r-- | crawl-ref/source/trap_def.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/trap_def.h b/crawl-ref/source/trap_def.h index 673d5f392a..559b7c279a 100644 --- a/crawl-ref/source/trap_def.h +++ b/crawl-ref/source/trap_def.h @@ -21,6 +21,7 @@ struct trap_def bool active() const; bool defined() const { return active(); } int max_damage(const actor& act); + int difficulty(); private: void shoot_ammo(actor& act, bool was_known); |