add Japanese item names to discoveries list
When playing as a Samurai, add things like "osaku" to the discoveries list even though they don't have separate descriptions to be used when not yet discovered. Non-magic ones are pre-discovered and players can now use the '\' command to figure out what things like "tanko" mean without resorting to '/?'. "wooden harp" has been getting changed to "koto (harp)"; make that be | koto [wooden harp] (koto) "magic harp" has been staying as "magic harp (harp)"; add it to the list of Japanese item names. Since it's magic it isn't pre-discovered. Once discovered it becomes | magic koto [magic harp] (koto) Those two needed special case handling, none of the other items did aside from forcing them to be discoverable when lacking descriptions. The discoveries list now has things like | wakizashi [short sword] | naginata [glaive] (single-edged polearm) | gunyoki [food ration] if--and only if--the hero is a Samurai.
This commit is contained in:
14
src/u_init.c
14
src/u_init.c
@@ -729,7 +729,9 @@ u_init(void)
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skill_init(Skill_K);
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break;
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case PM_MONK: {
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static short M_spell[] = { SPE_HEALING, SPE_PROTECTION, SPE_CONFUSE_MONSTER };
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static short M_spell[] = {
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SPE_HEALING, SPE_PROTECTION, SPE_CONFUSE_MONSTER
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};
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Monk[M_BOOK].trotyp = M_spell[rn2(90) / 30]; /* [0..2] */
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ini_inv(Monk);
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@@ -743,7 +745,7 @@ u_init(void)
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skill_init(Skill_Mon);
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break;
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}
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case PM_CLERIC:
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case PM_CLERIC: /* priest/priestess */
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ini_inv(Priest);
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if (!rn2(10))
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ini_inv(Magicmarker);
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@@ -783,6 +785,14 @@ u_init(void)
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ini_inv(Blindfold);
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knows_class(WEAPON_CLASS); /* all weapons */
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knows_class(ARMOR_CLASS);
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/* in order to assist non-Japanese speakers, pre-discover items
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that switch to Japanese names when playing as a Samurai */
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for (i = MAXOCLASSES; i < NUM_OBJECTS; ++i) {
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if (objects[i].oc_magic) /* skip "magic koto" */
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continue;
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if (Japanese_item_name(i, (const char *) 0))
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knows_object(i);
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}
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skill_init(Skill_S);
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break;
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case PM_TOURIST:
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