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author | Adam Borowski <kilobyte@angband.pl> | 2013-04-30 13:10:43 +0200 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2013-04-30 13:10:43 +0200 |
commit | a9246501a8748389d355627aa40837d80cfe8205 (patch) | |
tree | c74d3cb3b6fd91846829acfbdbbd55f2e3573953 /crawl-ref/source/aptitudes.h | |
parent | 06b75d460e7ac6686d073d63ef72ff41d00b2f84 (diff) | |
download | crawl-ref-a9246501a8748389d355627aa40837d80cfe8205.tar.gz crawl-ref-a9246501a8748389d355627aa40837d80cfe8205.zip |
Djinn: improve M&F (-1 -> 0) and Staves (0 -> +1) aptitudes.
My logic for their weapon apts is that if you're above the ground yet your
hands are merely human sized, you have trouble doing fine manipulation to
ground-based enemies. For M&F though, no one uses sap-like clubs -- it's
always a demon scourge, ${TIME_OF_DAY}star or a great mace, which not only
have decent reach but also benefit extra from hitting from the above.
Not sure if the apts make sense even with this adjustment, but you guys will
tell me what's wrong, right?
bh: feel free to adjust magic ones, even with no discussion.
Diffstat (limited to 'crawl-ref/source/aptitudes.h')
-rw-r--r-- | crawl-ref/source/aptitudes.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/aptitudes.h b/crawl-ref/source/aptitudes.h index 3a3cb1902f..1a2cefd837 100644 --- a/crawl-ref/source/aptitudes.h +++ b/crawl-ref/source/aptitudes.h @@ -1238,9 +1238,9 @@ static const species_skill_aptitude species_skill_aptitudes[] = APT(SP_DJINNI, SK_SHORT_BLADES, -2), APT(SP_DJINNI, SK_LONG_BLADES, 1), APT(SP_DJINNI, SK_AXES, -1), - APT(SP_DJINNI, SK_MACES_FLAILS, -1), + APT(SP_DJINNI, SK_MACES_FLAILS, 0), APT(SP_DJINNI, SK_POLEARMS, 1), - APT(SP_DJINNI, SK_STAVES, 0), + APT(SP_DJINNI, SK_STAVES, 1), APT(SP_DJINNI, SK_SLINGS, 0), APT(SP_DJINNI, SK_BOWS, -1), APT(SP_DJINNI, SK_CROSSBOWS, 1), |