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authorDarshan Shaligram <dshaligram@users.sourceforge.net>2009-12-29 04:00:08 +0530
committerDarshan Shaligram <dshaligram@users.sourceforge.net>2009-12-29 04:00:08 +0530
commit5fccd300ac36d6689cb864ec3f128e49427f170f (patch)
tree2b5de4d4dd9a12f9602c26c877c3db21e7b6ecef /crawl-ref/source/mon-gear.cc
parent6af92e2651be67206e4f153f73adeaa1e16f0b40 (diff)
downloadcrawl-ref-5fccd300ac36d6689cb864ec3f128e49427f170f.tar.gz
crawl-ref-5fccd300ac36d6689cb864ec3f128e49427f170f.zip
Merfolk gladiators join the Shoals party.
Diffstat (limited to 'crawl-ref/source/mon-gear.cc')
-rw-r--r--crawl-ref/source/mon-gear.cc41
1 files changed, 41 insertions, 0 deletions
diff --git a/crawl-ref/source/mon-gear.cc b/crawl-ref/source/mon-gear.cc
index 01edc35951..9f284736d2 100644
--- a/crawl-ref/source/mon-gear.cc
+++ b/crawl-ref/source/mon-gear.cc
@@ -582,6 +582,27 @@ static item_make_species_type _give_weapon(monsters *mon, int level,
}
break;
+ case MONS_MERFOLK_GLADIATOR:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_WEAPONS;
+ // Weapon types are not strictly sorted by quality. This is intentional.
+ item.sub_type = random_choose_weighted(100, WPN_TRIDENT,
+ 45, WPN_BARDICHE,
+ 15, WPN_DEMON_TRIDENT,
+ 15, WPN_HALBERD,
+ 0);
+ if (coinflip())
+ level = MAKE_GOOD_ITEM;
+ else if (coinflip())
+ {
+ // Per dpeg request :)
+ item.special = SPWPN_REACHING;
+ item.plus = random_range(-1, 6, 2);
+ item.plus2 = random_range(-1, 5, 2);
+ force_item = true;
+ }
+ break;
+
case MONS_MERFOLK:
if (one_chance_in(3))
{
@@ -1028,6 +1049,16 @@ static void _give_ammo(monsters *mon, int level,
qty = random_range(4, 7);
break;
+ case MONS_MERFOLK_GLADIATOR:
+ // Gladiators rarely get javelins.
+ if (one_chance_in(4))
+ {
+ weap_class = OBJ_MISSILES;
+ weap_type = MI_JAVELIN;
+ qty = random_range(3, 8, 2);
+ }
+ break;
+
case MONS_MERFOLK:
if (!one_chance_in(3))
{
@@ -1342,6 +1373,16 @@ void give_armour(monsters *mon, int level)
break;
}
+ case MONS_MERFOLK_GLADIATOR:
+ item_race = MAKE_ITEM_NO_RACE;
+ item.base_type = OBJ_ARMOUR;
+ item.sub_type = random_choose_weighted(100, ARM_ROBE,
+ 60, ARM_LEATHER_ARMOUR,
+ 5, ARM_TROLL_LEATHER_ARMOUR,
+ 5, ARM_STEAM_DRAGON_ARMOUR,
+ 0);
+ break;
+
case MONS_ANGEL:
case MONS_SIGMUND:
case MONS_WIGHT: