That ought to work. That file does contain the code which is supposed to process the CURSES_DISABLED variable. Note that it doesn't completely disable the curses, nor prevent the items from appearing. You can still find albatrosses and coins, but depending on the value you gave to CURSES_DISABLED, they won't automatically jump into your inventory. If you choose to pick them up, you'll get their effects - an albatross will reduce your "Luck" and a coin, if the curse is in effect, will make you turn into a skeleton at night. But you can drop the albatross or coin into any random chest and you'll be free of the curse effects without having to go all the way to Bridgetown or Isla de Muerte.
If you're interested, here's the code which does it:
And:
Or in plain English: set up a couple of variables based on CURSES_DISABLED. If you're trying to dump an albatross and the variable for albatrosses is not set, you get it back. If you're trying to dump a coin, there are coins missing from Isla de Muerte, and the variable for the coin curse (alias "Curse of Cortes") is not set, you get it back.
If you're interested, here's the code which does it:
Code:
int cortes_disabled = CURSES_DISABLED - 2*MakeInt(CURSES_DISABLED/2);
int albatross_disabled = MakeInt(CURSES_DISABLED/2) - 2*MakeInt(CURSES_DISABLED/4);
ref pchar = GetMainCharacter();
// PB: Albatross Easter Egg -->
if(sti(GetAttribute(g_refItems, "items.albatross"))>0 && !albatross_disabled)
{
TakeNItems(pchar, "albatross", sti(g_refItems.items.albatross));
DeleteAttribute(g_refItems, "items.albatross");
}
Code:
if(sti(GetAttribute(g_refItems, "items.cursedcoin"))>0 && GetCursedCoinCount()>0 && !cortes_disabled)
{
<lots of stuff to put the cursed coin back in your inventory>
}