Ken's leather cloak.
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@@ -823,13 +823,6 @@ The code contains several sections which were necessary when removing a
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fire resistance item (weapon, armor, ring) was instant death in Hell. These
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could use removal.
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Soldiers have no logical reason to possess elven cloaks. Either create a new,
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nonspecial, cloak for this purpose, or change the leather jacket to a cloak
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and use it.
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Likewise, leather gloves make little sense as healer items. Add "surgical
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gloves" with no base AC protection.
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Effects for the blessed scrolls/potions with effects that are absent:
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-- destroy armor: (see controversial item section)
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@@ -457,6 +457,7 @@ glowing Sunsword (inspired by Slashem)
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msg_window option for ^P in TTY mode (Jay Tilton)
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ninjas should get multishot bonus with yumi and ya (Dylan O'Donnell)
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put prisoners in the Dark One's dungeon (Dylan O'Donnell)
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add leather cloak so soldiers don't have elven cloaks
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Platform- and/or Interface-Specific New Features
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@@ -204,6 +204,7 @@ Cloak_on()
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case DWARVISH_CLOAK:
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case CLOAK_OF_MAGIC_RESISTANCE:
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case ROBE:
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case LEATHER_CLOAK:
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break;
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case MUMMY_WRAPPING:
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/* Note: it's already being worn, so we have to cheat here. */
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@@ -254,6 +255,7 @@ Cloak_off()
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case CLOAK_OF_DISPLACEMENT:
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case OILSKIN_CLOAK:
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case ROBE:
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case LEATHER_CLOAK:
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break;
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case MUMMY_WRAPPING:
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if (Invis && !Blind) {
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@@ -551,7 +551,7 @@ register struct monst *mtmp;
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if (mac < 10 && rn2(3))
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mac += 1 + mongets(mtmp, LEATHER_GLOVES);
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else if (mac < 10 && rn2(2))
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mac += 1 + mongets(mtmp, ELVEN_CLOAK);
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mac += 1 + mongets(mtmp, LEATHER_CLOAK);
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if(ptr != &mons[PM_GUARD] &&
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ptr != &mons[PM_WATCHMAN] &&
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@@ -410,26 +410,28 @@ ARMOR("T-shirt", (char *)0,
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CLOAK("mummy wrapping", (char *)0,
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1, 0, 0, 0, 0, 3, 2, 10, 1, CLOTH, CLR_GRAY),
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CLOAK("elven cloak", "faded pall",
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0, 1, STEALTH, 10, 0, 10, 60, 9, 3, CLOTH, CLR_BLACK),
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0, 1, STEALTH, 8, 0, 10, 60, 9, 3, CLOTH, CLR_BLACK),
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CLOAK("orcish cloak", "coarse mantelet",
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0, 0, 0, 10, 0, 10, 40, 10, 2, CLOTH, CLR_BLACK),
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0, 0, 0, 8, 0, 10, 40, 10, 2, CLOTH, CLR_BLACK),
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CLOAK("dwarvish cloak", "hooded cloak",
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0, 0, 0, 10, 0, 10, 50, 10, 2, CLOTH, HI_CLOTH),
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0, 0, 0, 8, 0, 10, 50, 10, 2, CLOTH, HI_CLOTH),
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CLOAK("oilskin cloak", "slippery cloak",
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0, 0, 0, 10, 0, 10, 50, 9, 3, CLOTH, HI_CLOTH),
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0, 0, 0, 8, 0, 10, 50, 9, 3, CLOTH, HI_CLOTH),
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CLOAK("robe", (char *)0,
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1, 1, 0, 0, 0, 15, 50, 8, 3, CLOTH, CLR_RED),
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1, 1, 0, 3, 0, 15, 50, 8, 3, CLOTH, CLR_RED),
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CLOAK("alchemy smock", "apron",
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0, 1, POISON_RES, 9, 0, 10, 50, 9, 1, CLOTH, CLR_WHITE),
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CLOAK("leather cloak", (char *)0,
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1, 0, 0, 8, 0, 15, 40, 9, 1, CLOTH, CLR_BROWN),
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/* With shuffled appearances... */
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CLOAK("cloak of protection", "tattered cape",
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0, 1, PROTECTION,10, 0, 10, 50, 7, 3, CLOTH, HI_CLOTH),
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0, 1, PROTECTION, 9, 0, 10, 50, 7, 3, CLOTH, HI_CLOTH),
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CLOAK("cloak of invisibility", "opera cloak",
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0, 1, INVIS, 11, 0, 10, 60, 9, 2, CLOTH, CLR_BRIGHT_MAGENTA),
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0, 1, INVIS, 10, 0, 10, 60, 9, 2, CLOTH, CLR_BRIGHT_MAGENTA),
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CLOAK("cloak of magic resistance", "ornamental cope",
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0, 1, ANTIMAGIC, 2, 0, 10, 60, 9, 3, CLOTH, CLR_WHITE),
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CLOAK("cloak of displacement", "piece of cloth",
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0, 1, DISPLACED, 11, 0, 10, 50, 9, 2, CLOTH, HI_CLOTH),
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0, 1, DISPLACED, 10, 0, 10, 50, 9, 2, CLOTH, HI_CLOTH),
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/* shields */
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SHIELD("small shield", (char *)0,
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