Do not count wizkits as part of starting inventory

Counting wizkits as starting inventory causes side effects (giving
you skills from them, making the wizkit items formally identified,
etc.). Some of these side effects are undesirable (because, e.g.,
it can give you skill in a weapon you're restricted in), and the
others are mostly neutral (because wizard-mode players can identify
anything they want to). As such, it's better to treat the wizkit as
something you obtain immediately after entering the dungeon, rather
than something you had all along.
This commit is contained in:
Alex Smith
2025-12-03 22:01:05 +00:00
parent 621d21ebb9
commit 497c5dec90
2 changed files with 5 additions and 5 deletions

View File

@@ -818,6 +818,11 @@ newgame(void)
}
u_init_skills_discoveries();
if (wizard) {
read_wizkit();
obj_delivery(FALSE); /* finish wizkit */
}
if (flags.legacy) {
com_pager(u.uroleplay.pauper ? "pauper_legacy" : "legacy");
}

View File

@@ -1381,11 +1381,6 @@ u_init_inventory_attrs(void)
if (discover)
ini_inv(Wishing);
if (wizard) {
read_wizkit();
obj_delivery(FALSE); /* finish wizkit */
}
if (u.umoney0)
ini_inv(Money);
u.umoney0 += hidden_gold(TRUE); /* in case sack has gold in it */