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authorShmuale Mark <shm.mark@gmail.com>2014-04-02 21:57:45 -0400
committerShmuale Mark <shm.mark@gmail.com>2014-04-02 21:57:45 -0400
commit38725a92c9fd8b61751829e872ca0e0b23414ff7 (patch)
tree5e0e2aa28ee943e58552f0ca8ea574f05e9b636d /crawl-ref/source/mon-gear.cc
parentdaf0e7d93011f36a581a4eabea5391104bfad6d7 (diff)
downloadcrawl-ref-38725a92c9fd8b61751829e872ca0e0b23414ff7.tar.gz
crawl-ref-38725a92c9fd8b61751829e872ca0e0b23414ff7.zip
Remove spriggan assassins.
There doesn't seem to be a very good place for these guys, as attested to by their rather limited placement (1/4 of the time, in a high-level spriggan band). They fill a similar niche as spriggan enchanters, and, absent the Forest branch, aren't common enough for their differences to be obvious.
Diffstat (limited to 'crawl-ref/source/mon-gear.cc')
-rw-r--r--crawl-ref/source/mon-gear.cc37
1 files changed, 0 insertions, 37 deletions
diff --git a/crawl-ref/source/mon-gear.cc b/crawl-ref/source/mon-gear.cc
index 9b12c0e8a1..e5f1778002 100644
--- a/crawl-ref/source/mon-gear.cc
+++ b/crawl-ref/source/mon-gear.cc
@@ -1295,15 +1295,6 @@ static void _give_weapon(monster* mon, int level, bool melee_only = false,
WPN_CUTLASS, -1);
break;
- case MONS_SPRIGGAN_ASSASSIN:
- force_uncursed = true;
- if (!melee_only)
- {
- item.base_type = OBJ_WEAPONS;
- item.sub_type = WPN_BLOWGUN;
- break;
- }
- // deliberate fall-through
case MONS_SPRIGGAN_ENCHANTER:
if (one_chance_in(3))
level = MAKE_GOOD_ITEM;
@@ -1620,32 +1611,6 @@ static void _give_ammo(monster* mon, int level, bool mons_summoned)
mitm[thing_created].quantity = random_range(4, 10);
}
- else if (mon->type == MONS_SPRIGGAN_ASSASSIN)
- {
- special_missile_type brand = random_choose_weighted(5, SPMSL_SLEEP,
- 3, SPMSL_CONFUSION,
- 2, SPMSL_PARALYSIS,
- 2, SPMSL_CURARE,
- 1, SPMSL_FRENZY,
- 0);
- switch (brand)
- {
- case SPMSL_CONFUSION:
- case SPMSL_PARALYSIS:
- case SPMSL_FRENZY:
- mitm[thing_created].quantity = random_range(3, 7);
- break;
- case SPMSL_CURARE:
- mitm[thing_created].quantity = random_range(2, 5);
- break;
- case SPMSL_SLEEP: default:
- mitm[thing_created].quantity = random_range(4, 9);
- break;
- }
- set_item_ego_type(mitm[thing_created], OBJ_MISSILES,
- brand);
-
- }
else if (mon->type == MONS_SPRIGGAN_RIDER)
{
set_item_ego_type(mitm[thing_created], OBJ_MISSILES,
@@ -1935,7 +1900,6 @@ static void _give_shield(monster* mon, int level)
break;
case MONS_SPRIGGAN:
case MONS_SPRIGGAN_RIDER:
- case MONS_SPRIGGAN_ASSASSIN:
case MONS_SPRIGGAN_ENCHANTER:
if (!one_chance_in(4))
break;
@@ -2355,7 +2319,6 @@ static void _give_armour(monster* mon, int level, bool spectral_orcs)
case MONS_MERFOLK_AQUAMANCER:
case MONS_SPRIGGAN:
case MONS_SPRIGGAN_AIR_MAGE:
- case MONS_SPRIGGAN_ASSASSIN:
case MONS_SPRIGGAN_ENCHANTER:
case MONS_SPRIGGAN_DEFENDER:
item.base_type = OBJ_ARMOUR;