initial sling skill
From a bug report, archeologists were inadvertently starting out at basic skill level in sling because of their carried touchstone, which is flagged as being sling ammo.
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@@ -370,6 +370,7 @@ a hangup save while picking up gold from shop floor could duplicate that gold
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jellyfish do not technically have a head
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potion explosion during failed alchemy should awaken nearby monsters
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lit south wall of C quest leader's room contained dark gap at secret door spot
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archeologist shouldn't start with sling skill by carrying slingable touchstone
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Platform- and/or Interface-Specific Fixes
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@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)weapon.c 3.5 2007/05/09 */
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/* SCCS Id: @(#)weapon.c 3.5 2008/05/07 */
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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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@@ -1288,6 +1288,11 @@ const struct def_skill *class_skill;
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/* Set skill for all weapons in inventory to be basic */
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for (obj = invent; obj; obj = obj->nobj) {
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/* don't give skill just because of carried ammo, wait until
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we see the relevant launcher (prevents an archeologist's
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touchstone from inadvertently providing skill in sling) */
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if (is_ammo(obj)) continue;
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skill = weapon_type(obj);
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if (skill != P_NONE)
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P_SKILL(skill) = P_BASIC;
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