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.
This commit is contained in:
nethack.rankin
2008-05-08 03:50:44 +00:00
parent 2f1882b24f
commit d5ca34a45b
2 changed files with 7 additions and 1 deletions

View File

@@ -370,6 +370,7 @@ a hangup save while picking up gold from shop floor could duplicate that gold
jellyfish do not technically have a head
potion explosion during failed alchemy should awaken nearby monsters
lit south wall of C quest leader's room contained dark gap at secret door spot
archeologist shouldn't start with sling skill by carrying slingable touchstone
Platform- and/or Interface-Specific Fixes

View File

@@ -1,4 +1,4 @@
/* SCCS Id: @(#)weapon.c 3.5 2007/05/09 */
/* SCCS Id: @(#)weapon.c 3.5 2008/05/07 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -1288,6 +1288,11 @@ const struct def_skill *class_skill;
/* Set skill for all weapons in inventory to be basic */
for (obj = invent; obj; obj = obj->nobj) {
/* don't give skill just because of carried ammo, wait until
we see the relevant launcher (prevents an archeologist's
touchstone from inadvertently providing skill in sling) */
if (is_ammo(obj)) continue;
skill = weapon_type(obj);
if (skill != P_NONE)
P_SKILL(skill) = P_BASIC;