diff options
author | johnny shelley <jwshelley@shell-23006.(none)> | 2009-11-15 03:52:15 +0000 |
---|---|---|
committer | Stefan O'Rear <stefanor@cox.net> | 2009-11-14 23:22:03 -0800 |
commit | dd56050f2d05db6ed7ff5bc99acd1032707c27fd (patch) | |
tree | bc15eec8b791380652ed3dd7b68609684e8333ca /crawl-ref/source/newgame.cc | |
parent | 4cb4bea3108f8fa560669bab120623729b3ff4b8 (diff) | |
download | crawl-ref-dd56050f2d05db6ed7ff5bc99acd1032707c27fd.tar.gz crawl-ref-dd56050f2d05db6ed7ff5bc99acd1032707c27fd.zip |
Warper Overhaul - Renamed to Arcane Marksman
Missile Changes
--
electricity missiles are now an option - they are always destroyed
reaping / dispersal ammo is now always destroyed as it can be created by players
poison ammo can again affect rocks / bullets etc - still no nets. Apparently
this is a contact poison, but mainly it's to close the gap between sling users
and archers.
SKILLS
--
Ranged weapon 3
Dodging 2
Spellcasting 2
Enchantments OR Translocations 3
EQUIPMENT
--
Robe
Ration
Scroll of blink
Some ranged weapon options as Hunter
No melee weapon!
Either book of elemental missiles or warped missiles
The book of Elemental Missiles
Spells Type Level
a - Corona Enchantment 1
b - Swiftness Enchantment/Air 2
c - Repel Missiles Enchantment/Air 2
d - Flame Ammunition Enchantment/Fire 3
e - Frost Ammunition Enchantment/Ice 3
f - Poison Ammunition Enchantment/Poison 4
The book of Warped Missiles
Spells Type Level
a - Apportation Translocation 1
b - Portal Projectile Translocation 2
c - Repel Missiles Enchantment/Air 2
d - Blink Translocation 2
e - Returning Ammunition Enchantment/Translocation 3
f - Warp Ammunition Enchantment/Translocation 5
The book of Devastating Missiles
Spells Type Level
a - Poison Ammunition Enchantment/Poison 4
b - Warp Ammunition Enchantment/Translocation 5
c - Shocking Ammunition Enchantment/Air 5
d - Haste Enchantment 6
e - Deflect Missiles Enchantment/Air 6
f - Exploding Ammunition Enchantment/Fire/Air 7
g - Reaping Ammunition Enchantment/Necromancy 7
Signed-off-by: Stefan O'Rear <stefanor@cox.net>
Diffstat (limited to 'crawl-ref/source/newgame.cc')
-rw-r--r-- | crawl-ref/source/newgame.cc | 85 |
1 files changed, 66 insertions, 19 deletions
diff --git a/crawl-ref/source/newgame.cc b/crawl-ref/source/newgame.cc index b0760bc6de..6cbc55326d 100644 --- a/crawl-ref/source/newgame.cc +++ b/crawl-ref/source/newgame.cc @@ -1355,7 +1355,7 @@ static void _give_last_paycheck(job_type which_job) break; case JOB_WANDERER: - case JOB_WARPER: + case JOB_ARCANE_MARKSMAN: case JOB_ASSASSIN: you.gold = 50; break; @@ -1461,7 +1461,7 @@ static void _jobs_stat_init(job_type which_job) case JOB_STALKER: s = 2; i = 4; d = 6; hp = 12; mp = 1; break; case JOB_HUNTER: s = 4; i = 3; d = 5; hp = 13; mp = 0; break; - case JOB_WARPER: s = 3; i = 5; d = 4; hp = 12; mp = 1; break; + case JOB_ARCANE_MARKSMAN: s = 3; i = 5; d = 4; hp = 12; mp = 1; break; case JOB_MONK: s = 3; i = 2; d = 7; hp = 13; mp = 0; break; case JOB_TRANSMUTER: s = 2; i = 5; d = 5; hp = 12; mp = 1; break; @@ -4256,30 +4256,77 @@ bool _give_items_skills() weap_skill = 3; break; - case JOB_WARPER: - _newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD); + case JOB_ARCANE_MARKSMAN: - if (!_choose_weapon()) - return (false); + _newgame_make_item(0, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE); - if (you.inv[0].quantity < 1) - _newgame_clear_item(0); + switch (you.species) + { + case SP_SLUDGE_ELF: + case SP_HILL_ORC: + case SP_MERFOLK: + _newgame_make_item(1, EQ_NONE, OBJ_MISSILES, MI_JAVELIN, -1, 6); + _newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_THROWING_NET, -1, + 2); + break; - _newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_LEATHER_ARMOUR, - ARM_ROBE); - _newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_SPATIAL_TRANSLOCATIONS); + case SP_TROLL: + case SP_OGRE: + _newgame_make_item(1, EQ_NONE, OBJ_MISSILES, MI_LARGE_ROCK, -1, 5); + _newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_THROWING_NET, -1, + 3); + break; - // One free escape. - _newgame_make_item(3, EQ_NONE, OBJ_SCROLLS, SCR_BLINKING); - _newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_DART, -1, 20); + case SP_HALFLING: + case SP_KOBOLD: + _newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_SLING); + _newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_SLING_BULLET, -1, + 30); + + // Wield the sling instead. + you.equip[EQ_WEAPON] = 1; + break; + + case SP_MOUNTAIN_DWARF: + case SP_DEEP_DWARF: + _newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_CROSSBOW); + _newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_BOLT, -1, 25); + + // Wield the crossbow instead. + you.equip[EQ_WEAPON] = 1; + break; + + default: + _newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_BOW); + _newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_ARROW, -1, 25); + + // Wield the bow instead. + you.equip[EQ_WEAPON] = 1; + break; + } + + if (is_range_weapon(you.inv[1])) + you.skills[range_skill(you.inv[1])] = 3; + else + you.skills[SK_THROWING] = 3; + + if (!_choose_book(3, BOOK_ELEMENTAL_MISSILES, 2)) + return (false); + + _newgame_make_item(4, EQ_NONE, OBJ_SCROLLS, SCR_BLINKING); - you.skills[SK_FIGHTING] = 1; - you.skills[SK_ARMOUR] = 1; you.skills[SK_DODGING] = 2; you.skills[SK_SPELLCASTING] = 2; - you.skills[SK_TRANSLOCATIONS] = 3; - you.skills[SK_DARTS] = 1; - weap_skill = 3; + + switch (you.inv[3].sub_type) + { + case BOOK_ELEMENTAL_MISSILES: + you.skills[SK_ENCHANTMENTS] = 3; + break; + case BOOK_WARPED_MISSILES: + you.skills[SK_TRANSLOCATIONS] = 3; + break; + } break; case JOB_WIZARD: |