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author | Jude Brown <bookofjude@users.sourceforge.net> | 2011-11-06 10:45:35 +1000 |
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committer | Jude Brown <bookofjude@users.sourceforge.net> | 2011-11-06 10:49:55 +1000 |
commit | 95034625433e99fbd24242ecaa56cce666595b94 (patch) | |
tree | 71d910e0f3cf4874b3c2bf9e11debc8ea090b1cf /crawl-ref/source/aptitudes.h | |
parent | 35b2e96e519219400a89e1c660b9f7f7d5f5345d (diff) | |
download | crawl-ref-95034625433e99fbd24242ecaa56cce666595b94.tar.gz crawl-ref-95034625433e99fbd24242ecaa56cce666595b94.zip |
Rename Kenku -> Tengu.
"Kenku" itself seems to be a name and a concept specifically from D&D.
Our kenku (now tengu) were alike these in that they were quite weak
("glass canon" about sums it up), but ours can fly, and D&D kenku
cannot.
This is really only the first step in properly differentiating then. D&D
kenku are based on the Japanese folk creature of the tengu, so it seems
sane to return to the roots; this is where NetHack tengu come from.
Should retain save compatability. There might be a possible issue with
the renamed tiles, but the order of the tiles file hasn't changed at
all, so presumably these will be safe.
Diffstat (limited to 'crawl-ref/source/aptitudes.h')
-rw-r--r-- | crawl-ref/source/aptitudes.h | 68 |
1 files changed, 34 insertions, 34 deletions
diff --git a/crawl-ref/source/aptitudes.h b/crawl-ref/source/aptitudes.h index 0cb25b79d1..a3af9372f0 100644 --- a/crawl-ref/source/aptitudes.h +++ b/crawl-ref/source/aptitudes.h @@ -994,40 +994,40 @@ static const species_skill_aptitude species_skill_aptitudes[] = APT(SP_GHOUL, SK_INVOCATIONS, 0), APT(SP_GHOUL, SK_EVOCATIONS, -1), - // SP_KENKU - APT(SP_KENKU, SK_FIGHTING, 0), - APT(SP_KENKU, SK_SHORT_BLADES, 1), - APT(SP_KENKU, SK_LONG_BLADES, 1), - APT(SP_KENKU, SK_AXES, 1), - APT(SP_KENKU, SK_MACES_FLAILS, 1), - APT(SP_KENKU, SK_POLEARMS, 1), - APT(SP_KENKU, SK_STAVES, 1), - APT(SP_KENKU, SK_SLINGS, 0), - APT(SP_KENKU, SK_BOWS, 1), - APT(SP_KENKU, SK_CROSSBOWS, 1), - APT(SP_KENKU, SK_THROWING, 1), - APT(SP_KENKU, SK_ARMOUR, 1), - APT(SP_KENKU, SK_DODGING, 1), - APT(SP_KENKU, SK_STEALTH, 0), - APT(SP_KENKU, SK_STABBING, 1), - APT(SP_KENKU, SK_SHIELDS, 0), - APT(SP_KENKU, SK_TRAPS_DOORS, 0), - APT(SP_KENKU, SK_UNARMED_COMBAT, 1), - APT(SP_KENKU, SK_SPELLCASTING, 0), - APT(SP_KENKU, SK_CONJURATIONS, 3), - APT(SP_KENKU, SK_HEXES, -3), - APT(SP_KENKU, SK_CHARMS, -2), - APT(SP_KENKU, SK_SUMMONINGS, 2), - APT(SP_KENKU, SK_NECROMANCY, 1), - APT(SP_KENKU, SK_TRANSLOCATIONS, -2), - APT(SP_KENKU, SK_TRANSMUTATIONS, -2), - APT(SP_KENKU, SK_FIRE_MAGIC, 1), - APT(SP_KENKU, SK_ICE_MAGIC, -1), - APT(SP_KENKU, SK_AIR_MAGIC, 3), - APT(SP_KENKU, SK_EARTH_MAGIC, -3), - APT(SP_KENKU, SK_POISON_MAGIC, 0), - APT(SP_KENKU, SK_INVOCATIONS, -2), - APT(SP_KENKU, SK_EVOCATIONS, 0), + // SP_TENGU + APT(SP_TENGU, SK_FIGHTING, 0), + APT(SP_TENGU, SK_SHORT_BLADES, 1), + APT(SP_TENGU, SK_LONG_BLADES, 1), + APT(SP_TENGU, SK_AXES, 1), + APT(SP_TENGU, SK_MACES_FLAILS, 1), + APT(SP_TENGU, SK_POLEARMS, 1), + APT(SP_TENGU, SK_STAVES, 1), + APT(SP_TENGU, SK_SLINGS, 0), + APT(SP_TENGU, SK_BOWS, 1), + APT(SP_TENGU, SK_CROSSBOWS, 1), + APT(SP_TENGU, SK_THROWING, 1), + APT(SP_TENGU, SK_ARMOUR, 1), + APT(SP_TENGU, SK_DODGING, 1), + APT(SP_TENGU, SK_STEALTH, 0), + APT(SP_TENGU, SK_STABBING, 1), + APT(SP_TENGU, SK_SHIELDS, 0), + APT(SP_TENGU, SK_TRAPS_DOORS, 0), + APT(SP_TENGU, SK_UNARMED_COMBAT, 1), + APT(SP_TENGU, SK_SPELLCASTING, 0), + APT(SP_TENGU, SK_CONJURATIONS, 3), + APT(SP_TENGU, SK_HEXES, -3), + APT(SP_TENGU, SK_CHARMS, -2), + APT(SP_TENGU, SK_SUMMONINGS, 2), + APT(SP_TENGU, SK_NECROMANCY, 1), + APT(SP_TENGU, SK_TRANSLOCATIONS, -2), + APT(SP_TENGU, SK_TRANSMUTATIONS, -2), + APT(SP_TENGU, SK_FIRE_MAGIC, 1), + APT(SP_TENGU, SK_ICE_MAGIC, -1), + APT(SP_TENGU, SK_AIR_MAGIC, 3), + APT(SP_TENGU, SK_EARTH_MAGIC, -3), + APT(SP_TENGU, SK_POISON_MAGIC, 0), + APT(SP_TENGU, SK_INVOCATIONS, -2), + APT(SP_TENGU, SK_EVOCATIONS, 0), // SP_MERFOLK APT(SP_MERFOLK, SK_FIGHTING, 1), |