merge javelin and spear skills (trunk only)
Part of "multi-shot throwing proposal" last January. Unfortunately some of the bits that I had implemented back then have vanished, so I'm doing it over from scratch. There were three main parts: 1) allow multi-shot volley throwing for all stackable weapons (affects knives, javelins, spears, and boomerangs; other weapons either don't stack or are already multi-shot); 2) make worm teeth and crysknives be stackable like ordinary knives; 3) merge spear and javelin skills, so that allocating skill points to their use becomes more attractive and they might get used more. This patch only does #3. Since the monk skill set shrinks by more than any of the other roles, I bumped max skill for escape spells (haste self, invisibility, jumping, levitation, and teleport away) from basic to skilled; that's the only skill adjustment included here. For the couple of roles had different max values for spear and javelin skill; this keeps the higher of the two.
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)obj.h 3.5 2006/04/15 */
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/* SCCS Id: @(#)obj.h 3.5 2006/12/14 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -164,8 +164,7 @@ struct obj {
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(objects[otmp->otyp].oc_skill == P_POLEARMS || \
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objects[otmp->otyp].oc_skill == P_LANCE))
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#define is_spear(otmp) (otmp->oclass == WEAPON_CLASS && \
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objects[otmp->otyp].oc_skill >= P_SPEAR && \
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objects[otmp->otyp].oc_skill <= P_JAVELIN)
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objects[otmp->otyp].oc_skill == P_SPEAR)
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#define is_launcher(otmp) (otmp->oclass == WEAPON_CLASS && \
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objects[otmp->otyp].oc_skill >= P_BOW && \
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objects[otmp->otyp].oc_skill <= P_CROSSBOW)
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@@ -173,9 +172,9 @@ struct obj {
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otmp->oclass == GEM_CLASS) && \
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objects[otmp->otyp].oc_skill >= -P_CROSSBOW && \
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objects[otmp->otyp].oc_skill <= -P_BOW)
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#define ammo_and_launcher(otmp,ltmp) \
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(is_ammo(otmp) && (ltmp) && \
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objects[(otmp)->otyp].oc_skill == -objects[(ltmp)->otyp].oc_skill)
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#define matching_launcher(a,l) ((l) && objects[(a)->otyp].oc_skill == \
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-objects[(l)->otyp].oc_skill)
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#define ammo_and_launcher(a,l) (is_ammo(a) && matching_launcher(a,l))
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#define is_missile(otmp) ((otmp->oclass == WEAPON_CLASS || \
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otmp->oclass == TOOL_CLASS) && \
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objects[otmp->otyp].oc_skill >= -P_BOOMERANG && \
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)patchlevel.h 3.5 2006/07/08 */
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/* SCCS Id: @(#)patchlevel.h 3.5 2006/12/14 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -13,7 +13,7 @@
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* Incrementing EDITLEVEL can be used to force invalidation of old bones
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* and save files.
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*/
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#define EDITLEVEL 37
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#define EDITLEVEL 38
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#define COPYRIGHT_BANNER_A \
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"NetHack, Copyright 1985-2006"
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)skills.h 3.5 1999/10/27 */
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/* SCCS Id: @(#)skills.h 3.5 2006/12/14 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985-1999. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -37,38 +37,37 @@
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#define P_HAMMER 15 /* Heavy head on the end */
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#define P_QUARTERSTAFF 16 /* Long-shafted bludgeon */
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#define P_POLEARMS 17
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#define P_SPEAR 18
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#define P_JAVELIN 19
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#define P_TRIDENT 20
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#define P_LANCE 21
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#define P_BOW 22
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#define P_SLING 23
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#define P_CROSSBOW 24
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#define P_DART 25
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#define P_SHURIKEN 26
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#define P_BOOMERANG 27
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#define P_WHIP 28
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#define P_UNICORN_HORN 29 /* last weapon */
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#define P_SPEAR 18 /* includes javelin */
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#define P_TRIDENT 19
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#define P_LANCE 20
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#define P_BOW 21
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#define P_SLING 22
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#define P_CROSSBOW 23
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#define P_DART 24
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#define P_SHURIKEN 25
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#define P_BOOMERANG 26
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#define P_WHIP 27
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#define P_UNICORN_HORN 28 /* last weapon */
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#define P_FIRST_WEAPON P_DAGGER
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#define P_LAST_WEAPON P_UNICORN_HORN
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/* Spell Skills added by Larry Stewart-Zerba */
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#define P_ATTACK_SPELL 30
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#define P_HEALING_SPELL 31
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#define P_DIVINATION_SPELL 32
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#define P_ENCHANTMENT_SPELL 33
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#define P_CLERIC_SPELL 34
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#define P_ESCAPE_SPELL 35
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#define P_MATTER_SPELL 36
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#define P_ATTACK_SPELL 29
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#define P_HEALING_SPELL 30
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#define P_DIVINATION_SPELL 31
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#define P_ENCHANTMENT_SPELL 32
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#define P_CLERIC_SPELL 33
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#define P_ESCAPE_SPELL 34
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#define P_MATTER_SPELL 35
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#define P_FIRST_SPELL P_ATTACK_SPELL
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#define P_LAST_SPELL P_MATTER_SPELL
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/* Other types of combat */
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#define P_BARE_HANDED_COMBAT 37
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#define P_BARE_HANDED_COMBAT 36 /* actually weaponless; gloves are ok */
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#define P_MARTIAL_ARTS P_BARE_HANDED_COMBAT /* Role distinguishes */
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#define P_TWO_WEAPON_COMBAT 38 /* Finally implemented */
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#define P_TWO_WEAPON_COMBAT 37 /* Finally implemented */
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#ifdef STEED
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#define P_RIDING 39 /* How well you control your steed */
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#define P_RIDING 38 /* How well you control your steed */
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#define P_LAST_H_TO_H P_RIDING
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#else
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#define P_LAST_H_TO_H P_TWO_WEAPON_COMBAT
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