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authorjohnny shelley <jwshelley@shell-23006.(none)>2009-11-15 03:52:15 +0000
committerStefan O'Rear <stefanor@cox.net>2009-11-14 23:22:03 -0800
commitdd56050f2d05db6ed7ff5bc99acd1032707c27fd (patch)
treebc15eec8b791380652ed3dd7b68609684e8333ca /crawl-ref/source/newgame.cc
parent4cb4bea3108f8fa560669bab120623729b3ff4b8 (diff)
downloadcrawl-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.cc85
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: