Merge scimitar skill into saber skill
Deleted scimitar skill, changed scimitar to use saber skill. Adjusted Barbarian's max saber mastery basic->skilled for consistency with former scimitar skill.
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@@ -211,7 +211,7 @@ WEAPON("dwarvish short sword", "broad short sword",
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0, 0, 0, 2, 30, 10, 7, 8, 0, P, P_SHORT_SWORD, IRON, HI_METAL,
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DWARVISH_SHORT_SWORD),
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WEAPON("scimitar", "curved sword",
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0, 0, 0, 15, 40, 15, 8, 8, 0, S, P_SCIMITAR, IRON, HI_METAL,
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0, 0, 0, 15, 40, 15, 8, 8, 0, S, P_SABER, IRON, HI_METAL,
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SCIMITAR),
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WEAPON("silver saber", NoDes,
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1, 0, 0, 6, 40, 75, 8, 8, 0, S, P_SABER, SILVER, HI_SILVER,
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@@ -29,42 +29,41 @@ enum p_skills {
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P_BROAD_SWORD = 6,
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P_LONG_SWORD = 7,
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P_TWO_HANDED_SWORD = 8,
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P_SCIMITAR = 9,
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P_SABER = 10,
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P_CLUB = 11, /* Heavy-shafted bludgeon */
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P_MACE = 12,
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P_MORNING_STAR = 13, /* Spiked bludgeon */
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P_FLAIL = 14, /* Two pieces hinged or chained together */
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P_HAMMER = 15, /* Heavy head on the end */
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P_QUARTERSTAFF = 16, /* Long-shafted bludgeon */
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P_POLEARMS = 17, /* attack two or three steps away */
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P_SPEAR = 18, /* includes javelin */
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P_TRIDENT = 19,
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P_LANCE = 20,
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P_BOW = 21, /* launchers */
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P_SLING = 22,
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P_CROSSBOW = 23,
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P_DART = 24, /* hand-thrown missiles */
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P_SHURIKEN = 25,
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P_BOOMERANG = 26,
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P_WHIP = 27, /* flexible, one-handed */
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P_UNICORN_HORN = 28, /* last weapon, two-handed */
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P_SABER = 9, /* Curved sword, includes scimitar */
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P_CLUB = 10, /* Heavy-shafted bludgeon */
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P_MACE = 11,
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P_MORNING_STAR = 12, /* Spiked bludgeon */
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P_FLAIL = 13, /* Two pieces hinged or chained together */
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P_HAMMER = 14, /* Heavy head on the end */
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P_QUARTERSTAFF = 15, /* Long-shafted bludgeon */
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P_POLEARMS = 16, /* attack two or three steps away */
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P_SPEAR = 17, /* includes javelin */
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P_TRIDENT = 18,
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P_LANCE = 19,
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P_BOW = 20, /* launchers */
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P_SLING = 21,
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P_CROSSBOW = 22,
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P_DART = 23, /* hand-thrown missiles */
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P_SHURIKEN = 24,
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P_BOOMERANG = 25,
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P_WHIP = 26, /* flexible, one-handed */
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P_UNICORN_HORN = 27, /* last weapon, two-handed */
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/* Spell Skills added by Larry Stewart-Zerba */
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P_ATTACK_SPELL = 29,
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P_HEALING_SPELL = 30,
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P_DIVINATION_SPELL = 31,
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P_ENCHANTMENT_SPELL = 32,
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P_CLERIC_SPELL = 33,
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P_ESCAPE_SPELL = 34,
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P_MATTER_SPELL = 35,
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P_ATTACK_SPELL = 28,
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P_HEALING_SPELL = 29,
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P_DIVINATION_SPELL = 30,
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P_ENCHANTMENT_SPELL = 31,
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P_CLERIC_SPELL = 32,
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P_ESCAPE_SPELL = 33,
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P_MATTER_SPELL = 34,
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/* Other types of combat */
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P_BARE_HANDED_COMBAT = 36, /* actually weaponless; gloves are ok */
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P_TWO_WEAPON_COMBAT = 37, /* pair of weapons, one in each hand */
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P_RIDING = 38, /* How well you control your steed */
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P_BARE_HANDED_COMBAT = 35, /* actually weaponless; gloves are ok */
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P_TWO_WEAPON_COMBAT = 36, /* pair of weapons, one in each hand */
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P_RIDING = 37, /* How well you control your steed */
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P_NUM_SKILLS = 39
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P_NUM_SKILLS = 38
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};
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#define P_MARTIAL_ARTS P_BARE_HANDED_COMBAT /* Role distinguishes */
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10
src/u_init.c
10
src/u_init.c
@@ -237,7 +237,6 @@ static const struct def_skill Skill_A[] = {
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{ P_KNIFE, P_BASIC },
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{ P_PICK_AXE, P_EXPERT },
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{ P_SHORT_SWORD, P_BASIC },
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{ P_SCIMITAR, P_SKILLED },
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{ P_SABER, P_EXPERT },
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{ P_CLUB, P_SKILLED },
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{ P_QUARTERSTAFF, P_SKILLED },
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@@ -263,8 +262,7 @@ static const struct def_skill Skill_B[] = {
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{ P_BROAD_SWORD, P_SKILLED },
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{ P_LONG_SWORD, P_SKILLED },
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{ P_TWO_HANDED_SWORD, P_EXPERT },
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{ P_SCIMITAR, P_SKILLED },
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{ P_SABER, P_BASIC },
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{ P_SABER, P_SKILLED },
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{ P_CLUB, P_SKILLED },
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{ P_MACE, P_SKILLED },
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{ P_MORNING_STAR, P_SKILLED },
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@@ -308,7 +306,6 @@ static const struct def_skill Skill_H[] = {
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{ P_DAGGER, P_SKILLED },
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{ P_KNIFE, P_EXPERT },
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{ P_SHORT_SWORD, P_SKILLED },
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{ P_SCIMITAR, P_BASIC },
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{ P_SABER, P_BASIC },
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{ P_CLUB, P_SKILLED },
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{ P_MACE, P_BASIC },
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@@ -333,7 +330,6 @@ static const struct def_skill Skill_K[] = {
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{ P_BROAD_SWORD, P_SKILLED },
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{ P_LONG_SWORD, P_EXPERT },
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{ P_TWO_HANDED_SWORD, P_SKILLED },
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{ P_SCIMITAR, P_BASIC },
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{ P_SABER, P_SKILLED },
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{ P_CLUB, P_BASIC },
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{ P_MACE, P_SKILLED },
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@@ -400,7 +396,6 @@ static const struct def_skill Skill_R[] = {
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{ P_BROAD_SWORD, P_SKILLED },
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{ P_LONG_SWORD, P_SKILLED },
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{ P_TWO_HANDED_SWORD, P_BASIC },
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{ P_SCIMITAR, P_SKILLED },
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{ P_SABER, P_SKILLED },
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{ P_CLUB, P_SKILLED },
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{ P_MACE, P_SKILLED },
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@@ -454,7 +449,6 @@ static const struct def_skill Skill_S[] = {
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{ P_BROAD_SWORD, P_SKILLED },
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{ P_LONG_SWORD, P_EXPERT },
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{ P_TWO_HANDED_SWORD, P_EXPERT },
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{ P_SCIMITAR, P_BASIC },
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{ P_SABER, P_BASIC },
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{ P_FLAIL, P_SKILLED },
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{ P_QUARTERSTAFF, P_BASIC },
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@@ -480,7 +474,6 @@ static const struct def_skill Skill_T[] = {
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{ P_BROAD_SWORD, P_BASIC },
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{ P_LONG_SWORD, P_BASIC },
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{ P_TWO_HANDED_SWORD, P_BASIC },
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{ P_SCIMITAR, P_SKILLED },
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{ P_SABER, P_SKILLED },
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{ P_MACE, P_BASIC },
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{ P_MORNING_STAR, P_BASIC },
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@@ -515,7 +508,6 @@ static const struct def_skill Skill_V[] = {
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{ P_BROAD_SWORD, P_SKILLED },
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{ P_LONG_SWORD, P_EXPERT },
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{ P_TWO_HANDED_SWORD, P_EXPERT },
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{ P_SCIMITAR, P_BASIC },
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{ P_SABER, P_BASIC },
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{ P_HAMMER, P_EXPERT },
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{ P_QUARTERSTAFF, P_BASIC },
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@@ -35,12 +35,15 @@ static void skill_advance(int);
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#define PN_MATTER_SPELL (-14)
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static NEARDATA const short skill_names_indices[P_NUM_SKILLS] = {
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/* Weapon */
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0, DAGGER, KNIFE, AXE, PICK_AXE, SHORT_SWORD, BROADSWORD, LONG_SWORD,
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TWO_HANDED_SWORD, SCIMITAR, PN_SABER, CLUB, MACE, MORNING_STAR, FLAIL,
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PN_HAMMER, QUARTERSTAFF, PN_POLEARMS, SPEAR, TRIDENT, LANCE, BOW, SLING,
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CROSSBOW, DART, SHURIKEN, BOOMERANG, PN_WHIP, UNICORN_HORN,
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TWO_HANDED_SWORD, PN_SABER, CLUB, MACE, MORNING_STAR, FLAIL, PN_HAMMER,
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QUARTERSTAFF, PN_POLEARMS, SPEAR, TRIDENT, LANCE, BOW, SLING, CROSSBOW,
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DART, SHURIKEN, BOOMERANG, PN_WHIP, UNICORN_HORN,
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/* Spell */
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PN_ATTACK_SPELL, PN_HEALING_SPELL, PN_DIVINATION_SPELL,
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PN_ENCHANTMENT_SPELL, PN_CLERIC_SPELL, PN_ESCAPE_SPELL, PN_MATTER_SPELL,
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/* Other */
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PN_BARE_HANDED, PN_TWO_WEAPONS, PN_RIDING
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};
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