
Remove Curse
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Just so I am clear, you get it ... and it is a bug? Or you get what I am saying but the list should show all cursed items, it is up to the player to not try to uncurse something that can't be uncursed?
If it is a bug, do you want me to push up a fix (I hesitate to check in fixes because, as we saw with the -more- fix, my understanding of base angband code is not as deep as you guys and my fix there would have been, what is the word? Oh ya.... wrong.)
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But the item with one or more curses with power 100 and no curses with power greater than zero and less than 100 will have a number of curses with power of zero. That item will return true rom the check and goodman's proposal would stop that.👍 1Leave a comment:
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Remove Curse
When listing objects after reading a remove curse scroll, it seems like it shouldn't include items whose only curses are unremovable... say, a ring of teleportation. Right now the code is
struct curse_data *c = obj->known->curses;
if (c) {
size_t i;
for (i = 1; i < z_info->curse_max; i++) {
if (c[i].power < 100) {
return true;
should it be
struct curse_data *c = obj->known->curses;
if (c) {
size_t i;
for (i = 1; i < z_info->curse_max; i++) {
if (c[i].power && c[i].power < 100) {
return true;
So that it isn't triggering on curses with zero power?Tags: None
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