Ken's leather cloak.

This commit is contained in:
nethack.allison
2002-01-09 00:33:38 +00:00
parent c9dc2a3c40
commit 40e0f19b53
6 changed files with 340 additions and 323 deletions
-7
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@@ -823,13 +823,6 @@ The code contains several sections which were necessary when removing a
fire resistance item (weapon, armor, ring) was instant death in Hell. These fire resistance item (weapon, armor, ring) was instant death in Hell. These
could use removal. could use removal.
Soldiers have no logical reason to possess elven cloaks. Either create a new,
nonspecial, cloak for this purpose, or change the leather jacket to a cloak
and use it.
Likewise, leather gloves make little sense as healer items. Add "surgical
gloves" with no base AC protection.
Effects for the blessed scrolls/potions with effects that are absent: Effects for the blessed scrolls/potions with effects that are absent:
-- destroy armor: (see controversial item section) -- destroy armor: (see controversial item section)
+1
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@@ -457,6 +457,7 @@ glowing Sunsword (inspired by Slashem)
msg_window option for ^P in TTY mode (Jay Tilton) msg_window option for ^P in TTY mode (Jay Tilton)
ninjas should get multishot bonus with yumi and ya (Dylan O'Donnell) ninjas should get multishot bonus with yumi and ya (Dylan O'Donnell)
put prisoners in the Dark One's dungeon (Dylan O'Donnell) put prisoners in the Dark One's dungeon (Dylan O'Donnell)
add leather cloak so soldiers don't have elven cloaks
Platform- and/or Interface-Specific New Features Platform- and/or Interface-Specific New Features
+2
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@@ -204,6 +204,7 @@ Cloak_on()
case DWARVISH_CLOAK: case DWARVISH_CLOAK:
case CLOAK_OF_MAGIC_RESISTANCE: case CLOAK_OF_MAGIC_RESISTANCE:
case ROBE: case ROBE:
case LEATHER_CLOAK:
break; break;
case MUMMY_WRAPPING: case MUMMY_WRAPPING:
/* Note: it's already being worn, so we have to cheat here. */ /* Note: it's already being worn, so we have to cheat here. */
@@ -254,6 +255,7 @@ Cloak_off()
case CLOAK_OF_DISPLACEMENT: case CLOAK_OF_DISPLACEMENT:
case OILSKIN_CLOAK: case OILSKIN_CLOAK:
case ROBE: case ROBE:
case LEATHER_CLOAK:
break; break;
case MUMMY_WRAPPING: case MUMMY_WRAPPING:
if (Invis && !Blind) { if (Invis && !Blind) {
+1 -1
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@@ -551,7 +551,7 @@ register struct monst *mtmp;
if (mac < 10 && rn2(3)) if (mac < 10 && rn2(3))
mac += 1 + mongets(mtmp, LEATHER_GLOVES); mac += 1 + mongets(mtmp, LEATHER_GLOVES);
else if (mac < 10 && rn2(2)) else if (mac < 10 && rn2(2))
mac += 1 + mongets(mtmp, ELVEN_CLOAK); mac += 1 + mongets(mtmp, LEATHER_CLOAK);
if(ptr != &mons[PM_GUARD] && if(ptr != &mons[PM_GUARD] &&
ptr != &mons[PM_WATCHMAN] && ptr != &mons[PM_WATCHMAN] &&
+10 -8
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@@ -410,26 +410,28 @@ ARMOR("T-shirt", (char *)0,
CLOAK("mummy wrapping", (char *)0, CLOAK("mummy wrapping", (char *)0,
1, 0, 0, 0, 0, 3, 2, 10, 1, CLOTH, CLR_GRAY), 1, 0, 0, 0, 0, 3, 2, 10, 1, CLOTH, CLR_GRAY),
CLOAK("elven cloak", "faded pall", CLOAK("elven cloak", "faded pall",
0, 1, STEALTH, 10, 0, 10, 60, 9, 3, CLOTH, CLR_BLACK), 0, 1, STEALTH, 8, 0, 10, 60, 9, 3, CLOTH, CLR_BLACK),
CLOAK("orcish cloak", "coarse mantelet", CLOAK("orcish cloak", "coarse mantelet",
0, 0, 0, 10, 0, 10, 40, 10, 2, CLOTH, CLR_BLACK), 0, 0, 0, 8, 0, 10, 40, 10, 2, CLOTH, CLR_BLACK),
CLOAK("dwarvish cloak", "hooded cloak", CLOAK("dwarvish cloak", "hooded cloak",
0, 0, 0, 10, 0, 10, 50, 10, 2, CLOTH, HI_CLOTH), 0, 0, 0, 8, 0, 10, 50, 10, 2, CLOTH, HI_CLOTH),
CLOAK("oilskin cloak", "slippery cloak", CLOAK("oilskin cloak", "slippery cloak",
0, 0, 0, 10, 0, 10, 50, 9, 3, CLOTH, HI_CLOTH), 0, 0, 0, 8, 0, 10, 50, 9, 3, CLOTH, HI_CLOTH),
CLOAK("robe", (char *)0, CLOAK("robe", (char *)0,
1, 1, 0, 0, 0, 15, 50, 8, 3, CLOTH, CLR_RED), 1, 1, 0, 3, 0, 15, 50, 8, 3, CLOTH, CLR_RED),
CLOAK("alchemy smock", "apron", CLOAK("alchemy smock", "apron",
0, 1, POISON_RES, 9, 0, 10, 50, 9, 1, CLOTH, CLR_WHITE), 0, 1, POISON_RES, 9, 0, 10, 50, 9, 1, CLOTH, CLR_WHITE),
CLOAK("leather cloak", (char *)0,
1, 0, 0, 8, 0, 15, 40, 9, 1, CLOTH, CLR_BROWN),
/* With shuffled appearances... */ /* With shuffled appearances... */
CLOAK("cloak of protection", "tattered cape", CLOAK("cloak of protection", "tattered cape",
0, 1, PROTECTION,10, 0, 10, 50, 7, 3, CLOTH, HI_CLOTH), 0, 1, PROTECTION, 9, 0, 10, 50, 7, 3, CLOTH, HI_CLOTH),
CLOAK("cloak of invisibility", "opera cloak", CLOAK("cloak of invisibility", "opera cloak",
0, 1, INVIS, 11, 0, 10, 60, 9, 2, CLOTH, CLR_BRIGHT_MAGENTA), 0, 1, INVIS, 10, 0, 10, 60, 9, 2, CLOTH, CLR_BRIGHT_MAGENTA),
CLOAK("cloak of magic resistance", "ornamental cope", CLOAK("cloak of magic resistance", "ornamental cope",
0, 1, ANTIMAGIC, 2, 0, 10, 60, 9, 3, CLOTH, CLR_WHITE), 0, 1, ANTIMAGIC, 2, 0, 10, 60, 9, 3, CLOTH, CLR_WHITE),
CLOAK("cloak of displacement", "piece of cloth", CLOAK("cloak of displacement", "piece of cloth",
0, 1, DISPLACED, 11, 0, 10, 50, 9, 2, CLOTH, HI_CLOTH), 0, 1, DISPLACED, 10, 0, 10, 50, 9, 2, CLOTH, HI_CLOTH),
/* shields */ /* shields */
SHIELD("small shield", (char *)0, SHIELD("small shield", (char *)0,
+326 -307
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