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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-07-01 14:42:09 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-07-01 14:42:09 +0000
commit2dd7f14dcfbe77a389638e948e21d5a6db272935 (patch)
tree9f6e0385029ca166cf831f5bb310263d93d1a75c /crawl-ref/source/itemprop.cc
parent96e044e7bc2479389c361c748ed6690b2c7a94b4 (diff)
downloadcrawl-ref-2dd7f14dcfbe77a389638e948e21d5a6db272935.tar.gz
crawl-ref-2dd7f14dcfbe77a389638e948e21d5a6db272935.zip
Implement the first part of the overhauled starting equipment and
skills (non-magic characters): Fighter, Gladiator, Berserker, Paladin, Priest, Chaos Knight (*), Death Knight, Healer, Thief, Assassin, Hunter *: Other than in the final layout (v4?) Trolls and Ghouls don't get "claws" as a weapon choice here because I had no idea what to do with the to-be-distributed enchantment points if they don't get a weapon. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6293 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/itemprop.cc')
-rw-r--r--crawl-ref/source/itemprop.cc6
1 files changed, 3 insertions, 3 deletions
diff --git a/crawl-ref/source/itemprop.cc b/crawl-ref/source/itemprop.cc
index 4bf5b79575..88d89636ce 100644
--- a/crawl-ref/source/itemprop.cc
+++ b/crawl-ref/source/itemprop.cc
@@ -240,10 +240,10 @@ static weapon_def Weapon_prop[NUM_WEAPONS] =
// Long blades
{ WPN_FALCHION, "falchion", 8, 2, 13, 170, 4,
- SK_LONG_BLADES, HANDS_ONE, SIZE_MEDIUM, MI_NONE, false,
+ SK_LONG_BLADES, HANDS_ONE, SIZE_SMALL, MI_NONE, false,
DAMV_SLICING, 10 }, // or perhaps DAMV_CHOPPING is more apt?
{ WPN_BLESSED_FALCHION, "blessed falchion", 10, 2, 11, 170, 4,
- SK_LONG_BLADES, HANDS_ONE, SIZE_MEDIUM, MI_NONE, false,
+ SK_LONG_BLADES, HANDS_ONE, SIZE_SMALL, MI_NONE, false,
DAMV_SLICING, 10 }, // or perhaps DAMV_CHOPPING is more apt?
{ WPN_LONG_SWORD, "long sword", 10, 1, 14, 160, 3,
SK_LONG_BLADES, HANDS_ONE, SIZE_MEDIUM, MI_NONE, false,
@@ -2058,7 +2058,7 @@ bool is_range_weapon_type( weapon_type wtype )
const char *ammo_name(missile_type ammo)
{
- return (ammo < 0 || ammo >= NUM_MISSILES? "eggplant"
+ return (ammo < 0 || ammo >= NUM_MISSILES ? "eggplant"
: Missile_prop[ Missile_index[ammo] ].name);
}