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authorJude Brown <bookofjude@users.sourceforge.net>2011-11-06 10:45:35 +1000
committerJude Brown <bookofjude@users.sourceforge.net>2011-11-06 10:49:55 +1000
commit95034625433e99fbd24242ecaa56cce666595b94 (patch)
tree71d910e0f3cf4874b3c2bf9e11debc8ea090b1cf /crawl-ref/source/aptitudes.h
parent35b2e96e519219400a89e1c660b9f7f7d5f5345d (diff)
downloadcrawl-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.h68
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),