From c4263fdd9aedbf0e51e65b84b1b5c630a3cf3643 Mon Sep 17 00:00:00 2001 From: j-p-e-g Date: Sat, 8 Aug 2009 15:25:02 +0000 Subject: More artefact/acquirement modifications: * When handing out body armour via scroll acquirement, use a rough order of armour subtypes and assign weights according to Armour skill, i.e. robes are most likely at Armour skill 0 and crystal plate mail is most likely at Armour skill 27 (well, 24+, to be exact). * When handing out mundane items, consider the shield slot to be filled if the character is unarmed has a high UC skill, or is wielding a two-hander, a ranged weapon, or a rod. I don't know how much shields hamper spellcasting - that could be included as well. * In the creation of artefacts (also outside acquirement) make sure that those boring randarts that only have one stat property (AC, EV, Str, Dex, Int) get another one, and there's a chance of getting a third. Also, if the only property is Acc or Dam there's a 50% chance of getting one or two more. As before, the bonus properties are all stat properties, so this shouldn't be too powerful. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10501 c06c8d41-db1a-0410-9941-cceddc491573 --- crawl-ref/source/artefact.h | 3 --- 1 file changed, 3 deletions(-) (limited to 'crawl-ref/source/artefact.h') diff --git a/crawl-ref/source/artefact.h b/crawl-ref/source/artefact.h index 2b240ef69a..666d42cac1 100644 --- a/crawl-ref/source/artefact.h +++ b/crawl-ref/source/artefact.h @@ -237,9 +237,6 @@ int artefact_wpn_property( const item_def &item, artefact_prop_type prop ); int artefact_known_wpn_property( const item_def &item, artefact_prop_type prop ); -int artefact_wpn_num_props( const item_def &item ); -int artefact_wpn_num_props( const artefact_properties_t &proprt ); - void artefact_wpn_learn_prop( item_def &item, artefact_prop_type prop ); bool artefact_wpn_known_prop( const item_def &item, artefact_prop_type prop ); -- cgit v1.2.3-54-g00ecf