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Remove Curse

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  • Nick
    replied
    It was a bug, but Eric's fix for it is incorporated now

    Leave a comment:


  • agoodman
    replied
    Originally posted by Nick
    Oh, I get it now...
    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. )

    Leave a comment:


  • Nick
    replied
    Oh, I get it now...

    Leave a comment:


  • backwardsEric
    replied
    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.

    Leave a comment:


  • Nick
    replied
    Unremovable curses should have a power of 100.

    Leave a comment:


  • agoodman
    started a topic Remove Curse

    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?
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