pickup_butcher_tool.txt now takes claws mutation and whether or not your god likes butchery into account.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5692 c06c8d41-db1a-0410-9941-cceddc491573
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local skill = item.weap_skill(it)
-- have to handle polearms separately, since only some of them can butcher
if skill == "Polearms" or skill == "Staves" then
local butcherable_polearms = {
"scythe", "lajatang", "halberd", "bardiche", "glaive"
}
for _, weap in ipairs(butcherable_polearms) do
if item.name(it):find(weap, 0, true) then return true end
end
if item.cursed(it) then
return false
end
if name:find("distort", 0, true) then
function pickup_butcher(it)
if item.class(it, true) == "weapon" then
local need_blade = true
-- Trolls and Ghouls don't need weapons to butcher things, and Mummies
-- and Spriggans can't eat chunks. Ideally, we could detect a player
-- with the claws mutation here too, but that's not currently possible
if you.race() == "Troll" or
you.race() == "Ghoul" or
you.race() == "Mummy" or
you.race() == "Spriggan" then
need_blade = false
else
for _, inv_it in pairs(item.inventory()) do
if item.class(inv_it, true) == "weapon" and
can_butcher(inv_it) then
need_blade = false
end
end
end
return need_blade and not item.cursed(it) and can_butcher(it)
else
function pickup_butcher(it, name)
if you.has_claws() > 0 then
return false
end
if not you.can_consume_corpses() and not you.god_likes_butchery() then
return false
end
if not can_butcher(it, name) then