Add shields of shock resistance and of drain resistance
These both appear as "wooden shield" when unidentified; so does the small shield.
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@@ -706,10 +706,12 @@ Shield_on(void)
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{
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/* no shield currently requires special handling when put on, but we
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keep this uncommented in case somebody adds a new one which does
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[reflection is handled by setting u.uprops[REFLECTION].extrinsic
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[the magical shields are handled by setting u.uprops[*].extrinsic
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in setworn() called by armor_or_accessory_on() before Shield_on()] */
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switch (uarms->otyp) {
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case SMALL_SHIELD:
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case SHIELD_OF_DRAIN_RESISTANCE:
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case SHIELD_OF_SHOCK_RESISTANCE:
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case ELVEN_SHIELD:
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case URUK_HAI_SHIELD:
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case ORCISH_SHIELD:
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@@ -736,6 +738,8 @@ Shield_off(void)
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keep this uncommented in case somebody adds a new one which does */
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switch (uarms->otyp) {
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case SMALL_SHIELD:
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case SHIELD_OF_DRAIN_RESISTANCE:
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case SHIELD_OF_SHOCK_RESISTANCE:
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case ELVEN_SHIELD:
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case URUK_HAI_SHIELD:
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case ORCISH_SHIELD:
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@@ -603,8 +603,10 @@ knows_class(char sym)
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*/
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for (ct = svb.bases[(uchar) sym]; ct < svb.bases[(uchar) sym + 1]; ct++) {
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/* not flagged as magic but shouldn't be pre-discovered */
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if (ct == CORNUTHAUM || ct == DUNCE_CAP)
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/* not flagged as magic but shouldn't be pre-discovered
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(small shields look the same as two types of magical shield;
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cornuthaum / dunce cap look the same as each other) */
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if (ct == CORNUTHAUM || ct == DUNCE_CAP || ct == SMALL_SHIELD)
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continue;
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if (sym == WEAPON_CLASS) {
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odummy.otyp = ct; /* update 'o' */
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