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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2007-09-19 22:54:50 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2007-09-19 22:54:50 +0000
commit5e4ca0912ae656b9e2a55b95027ebc6f483a01a6 (patch)
tree244cdb883d9dbb22695b4a8e13bde9bbb5a47046 /crawl-ref/source/newgame.cc
parentbb7663ad4d03b1e36d1cbc28d797a19dfe39bbd0 (diff)
downloadcrawl-ref-5e4ca0912ae656b9e2a55b95027ebc6f483a01a6.tar.gz
crawl-ref-5e4ca0912ae656b9e2a55b95027ebc6f483a01a6.zip
Fixing a number of bugs on throwing nets, so it's all in
all a net improvement. ;) I'm reusing item.plus2 as a marker for trapping monsters or not. AFAIK, missiles don't need those, and it makes stacking so much easier. Gladiators start with Throwing skill 1, except for Kobolds (don't get a net) who get an additional level at Dodging. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2149 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/newgame.cc')
-rw-r--r--crawl-ref/source/newgame.cc12
1 files changed, 8 insertions, 4 deletions
diff --git a/crawl-ref/source/newgame.cc b/crawl-ref/source/newgame.cc
index 886f878219..1ec22646ee 100644
--- a/crawl-ref/source/newgame.cc
+++ b/crawl-ref/source/newgame.cc
@@ -3874,14 +3874,18 @@ bool give_items_skills()
you.inv[2].special = 0;
}
- if (you.species != SP_KOBOLD)
- {
+ if (you.species != SP_KOBOLD)
+ {
you.inv[3].quantity = 4;
you.inv[3].base_type = OBJ_MISSILES;
you.inv[3].sub_type = MI_THROWING_NET;
you.inv[3].plus = 0;
you.inv[3].special = 0;
- }
+ you.skills[SK_THROWING] = 1;
+ }
+ else
+ you.skills[SK_DODGING] = 1;
+
you.equip[EQ_WEAPON] = 0;
you.equip[EQ_BODY_ARMOUR] = 1;
you.equip[EQ_SHIELD] = 2;
@@ -3889,7 +3893,7 @@ bool give_items_skills()
you.skills[SK_FIGHTING] = 3;
weap_skill = 3;
- you.skills[SK_DODGING] = 2;
+ you.skills[SK_DODGING] += 2;
you.skills[SK_SHIELDS] = 1;
you.skills[SK_UNARMED_COMBAT] = 2;
break;