skills (non-magic characters): Fighter, Gladiator, Berserker, Paladin, Priest, Chaos Knight (*), Death Knight, Healer, Thief, Assassin, Hunter
*: Other than in the final layout (v4?) Trolls and Ghouls don't get "claws" as a weapon choice here because I had no idea what to do with the to-be-distributed enchantment points if they don't get a weapon.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6293 c06c8d41-db1a-0410-9941-cceddc491573
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// Only set elven if the skills haven't been intentionally// set otherwise (armour vs. dodging).if (player_genus(GENPC_ELVEN)&& (you.inv[i].base_type != OBJ_ARMOUR|| get_armour_slot(you.inv[i]) != EQ_BODY_ARMOUR|| you.skills[SK_DODGING] > 0|| you.skills[SK_ARMOUR] == 0)){
const weapon_type startwep[5] = { WPN_SHORT_SWORD, WPN_MACE,WPN_HAND_AXE, WPN_SPEAR, WPN_TRIDENT };
weapon_type startwep[5] = { WPN_SHORT_SWORD, WPN_MACE,WPN_HAND_AXE, WPN_SPEAR, WPN_UNKNOWN };if (you.char_class == JOB_GLADIATOR)startwep[3] = WPN_TRIDENT;const bool claws_allowed =(you.char_class != JOB_GLADIATOR && you.char_class != JOB_CHAOS_KNIGHT&& you.has_claws());if (claws_allowed){for (int i = 3; i >= 0; i--)startwep[i+1] = startwep[i];
char letter = (startwep_restrictions[i] == CC_BANNED) ? ' ': 'a' + i;
char letter = (startwep_restrictions[i] == CC_BANNED)? ' ' : ('a' + i);if (startwep[i] == WPN_UNARMED)cprintf("%c - claws" EOL, letter);else{int x = effective_stat_bonus(startwep[i]);
cprintf("%c - %s%s" EOL, letter,weapon_base_name(startwep[i]),(x <= -4) ? " (not ideal)" : "" );
cprintf("%c - %s%s" EOL, letter,weapon_base_name(startwep[i]),(x <= -4) ? " (not ideal)" : "" );}
if (you.species == SP_OGRE || you.species == SP_TROLL){_newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ANIMAL_SKIN);if (you.species == SP_OGRE)_newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_ANKUS);else if (you.species == SP_TROLL)_newgame_clear_item(0); // Trolls go unarmed.}else if (you.species == SP_HALFLING || you.species == SP_KOBOLD|| you.species == SP_GNOME || you.species == SP_VAMPIRE){if (!_choose_weapon())return (false);_newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR,ARM_LEATHER_ARMOUR);}else{if (!_choose_weapon())return (false);
if (!_choose_weapon())return (false);
// For small species, hand out some darts.if (player_size(PSIZE_BODY) < SIZE_MEDIUM){_newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_DART, -1,10 + roll_dice( 2, 10 ));}
_newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_SCALE_MAIL,ARM_ROBE);_newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_SHIELD,ARM_BUCKLER);
if (you.species != SP_TROLL)weap_skill = 2;if (you.species == SP_HALFLING || you.species == SP_KOBOLD ||you.species == SP_GNOME){you.skills[SK_THROWING] = 1;you.skills[SK_DARTS] = 1;you.skills[SK_DODGING] = 1;you.skills[SK_STEALTH] = 1;you.skills[SK_STABBING] = 1;you.skills[SK_DODGING + random2(3)] += 1;}else if (you.species == SP_OGRE || you.species == SP_TROLL){if (you.species == SP_TROLL) //jmf: these guys get no weapon!you.skills[SK_UNARMED_COMBAT] += 3;elseyou.skills[SK_FIGHTING] += 2;
you.skills[SK_SHIELDS] = 2;
// BWR sez Ogres & Trolls should probably start w/ Dodge 2 -- GDLyou.skills[SK_DODGING] = 3;}else{// Players get dodging or armour skill depending on their// starting armour now (note: the armour has to be equipped// for this function to work)
weap_skill = 2;
you.skills[(player_light_armour() ? SK_DODGING : SK_ARMOUR)] = 2;you.skills[SK_THROWING] = 2;if (you.species != SP_VAMPIRE)you.skills[SK_SHIELDS] = 2;if (you.species == SP_VAMPIRE || coinflip())you.skills[SK_STABBING]++;elseyou.skills[SK_SHIELDS]++;}
if (you.species == SP_KOBOLD || you.species == SP_HALFLING){_newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_KNIFE, -1,1, 1, 1);}else{_newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS,(player_genus(GENPC_ELVEN) || you.species == SP_MERFOLK) ?WPN_QUARTERSTAFF : WPN_MACE);}_newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);if (you.is_undead != US_UNDEAD)_newgame_make_item(2, EQ_NONE, OBJ_POTIONS, POT_HEALING, -1, 2);
you.skills[SK_FIGHTING] = 2;you.skills[SK_DODGING] = 1;you.skills[SK_INVOCATIONS] = 4;you.skills[ weapon_skill(you.inv[0]) ] = 2;
if (you.religion == GOD_BEOGH)_newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_HAND_AXE);else_newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_QUARTERSTAFF);_newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);if (you.is_undead != US_UNDEAD)_newgame_make_item(2, EQ_NONE, OBJ_POTIONS, POT_HEALING, -1, 2);you.skills[SK_FIGHTING] = 2;you.skills[SK_INVOCATIONS] = 5;you.skills[SK_DODGING] = 1;weap_skill = 3;
if (you.species != SP_KOBOLD)
_newgame_make_item(3, EQ_HELMET, OBJ_ARMOUR, ARM_HELMET, ARM_CAP);// Small races get stones, the others nets.if (player_size(PSIZE_BODY) < SIZE_MEDIUM){_newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_STONE, -1,10 + roll_dice( 2, 10 ));}else
// Deep elves get hand crossbows, everyone else gets blowguns.// (Deep elves tend to suck at melee and need something that// can do ranged damage.)if (you.species == SP_DEEP_ELF){you.inv[1].sub_type = WPN_HAND_CROSSBOW;_newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_DART, -1,10 + roll_dice( 2, 10 ));set_item_ego_type( you.inv[4], OBJ_MISSILES, SPMSL_POISONED );}else{_newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_NEEDLE, -1,5 + roll_dice(2, 5));set_item_ego_type(you.inv[4], OBJ_MISSILES, SPMSL_POISONED);_newgame_make_item(5, EQ_NONE, OBJ_MISSILES, MI_NEEDLE, -1,1 + random2(4));set_item_ego_type(you.inv[5], OBJ_MISSILES, SPMSL_CURARE);}
_newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_NEEDLE, -1,5 + roll_dice(2, 5));set_item_ego_type(you.inv[4], OBJ_MISSILES, SPMSL_POISONED);_newgame_make_item(5, EQ_NONE, OBJ_MISSILES, MI_NEEDLE, -1,1 + random2(4));set_item_ego_type(you.inv[5], OBJ_MISSILES, SPMSL_CURARE);
you.skills[SK_DODGING] = 1;you.skills[SK_STEALTH] = 3;you.skills[SK_STABBING] = 2;// DE still get Throwing skill because of Assassin/darts association.you.skills[SK_THROWING] = 1;you.skills[SK_DARTS] = 1;if (you.species == SP_DEEP_ELF)you.skills[SK_CROSSBOWS] = 1;elseyou.skills[SK_THROWING] += 1;
you.skills[SK_FIGHTING] = 2;you.skills[SK_DODGING] = 1;you.skills[SK_STEALTH] = 3;you.skills[SK_STABBING] = 2;you.skills[SK_DARTS] = 2;
if (you.species == SP_OGRE)_newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_ANKUS);else if (you.species == SP_TROLL)you.equip[EQ_WEAPON] = -1; // Trolls fight unarmed.
if (you.has_claws())you.equip[EQ_WEAPON] = -1; // Trolls/Ghouls fight unarmed.
if (you.species == SP_TROLL){// no wep - give them unarmed.you.skills[SK_FIGHTING] += 3;you.skills[SK_DODGING] = 2;you.skills[SK_UNARMED_COMBAT] = 2;}else if (you.species == SP_OGRE){you.skills[SK_FIGHTING] += 3;you.skills[SK_MACES_FLAILS] = 3;}
if (you_can_wear(EQ_BODY_ARMOUR))you.skills[SK_ARMOUR] = 2;
you.skills[SK_AXES] = 3;you.skills[SK_ARMOUR] = 2;you.skills[SK_DODGING] = 2;you.skills[SK_THROWING] = 2;
you.skills[SK_DODGING]++;you.skills[SK_ARMOUR] = 1; // for the eventual dragon scale mail :)
if (you.species == SP_MERFOLK){// Merfolk are spear hunters -- clobber bow, give six javelins// possibly allow choice between javelin and net.you.inv[1] = you.inv[2];you.equip[EQ_BODY_ARMOUR] = 1;_newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_JAVELIN, -1, 6);
switch (you.species){ case SP_MOUNTAIN_DWARF:case SP_HILL_ORC:case SP_CENTAUR:case SP_OGRE:case SP_OGRE_MAGE:you.inv[0].sub_type = WPN_HAND_AXE;break;case SP_GHOUL:case SP_TROLL:_newgame_clear_item(0);break;default:break;
else{_newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_ARROW, -1,15 + random2avg(21, 5));_newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_BOW);}
// Ogres chop up their food without finesse.you.inv[0].sub_type = WPN_HAND_AXE;you.inv[1].quantity = 0;// And they get to throw rocks.you.inv[3].sub_type = MI_LARGE_ROCK;you.inv[3].quantity = 4;
_newgame_make_item(1, EQ_NONE, OBJ_MISSILES, MI_LARGE_ROCK, -1, 5);_newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_THROWING_NET, -1,3);
you.inv[3].quantity += random2avg(15, 2);you.inv[3].sub_type = MI_SLING_BULLET;you.inv[1].sub_type = WPN_SLING;you.skills[SK_DODGING] = 2;you.skills[SK_STEALTH] = 2;you.skills[SK_SLINGS] = 2;you.skills[SK_THROWING] += 2;
case SP_KOBOLD:_newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_SLING);_newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_SLING_BULLET, -1,15 + random2avg(21, 5) + random2avg(15, 2));
case SP_HILL_ORC:you.inv[3].sub_type = MI_BOLT;you.inv[1].sub_type = WPN_CROSSBOW;if (you.species == SP_HILL_ORC){you.inv[0].sub_type = WPN_SHORT_SWORD;you.skills[SK_SHORT_BLADES] = 1;}else{you.inv[0].sub_type = WPN_HAND_AXE;you.skills[SK_AXES] = 1;}you.skills[SK_DODGING] = 1;you.skills[SK_CROSSBOWS] = 3;break;case SP_MERFOLK:you.inv[0].sub_type = WPN_TRIDENT;you.skills[SK_POLEARMS] = 2;you.skills[SK_DODGING] = 2;you.skills[SK_THROWING] += 3;// And a hunting knife._newgame_make_item(-1, EQ_NONE, OBJ_WEAPONS, WPN_KNIFE);
_newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_CROSSBOW);_newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_BOLT, -1,15 + random2avg(21, 5));
you.skills[SK_DODGING] = 1;you.skills[SK_STEALTH] = 1;you.skills[(coinflip() ? SK_STABBING : SK_STEALTH)]++;you.skills[SK_BOWS] = 3;
_newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_BOW);_newgame_make_item(2, EQ_NONE, OBJ_MISSILES, MI_ARROW, -1,15 + random2avg(21, 5));
_newgame_make_item(3, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_LEATHER_ARMOUR,ARM_ANIMAL_SKIN);// Skills.you.skills[SK_FIGHTING] = 2;you.skills[SK_DODGING] = 2;you.skills[SK_STEALTH] = 1;weap_skill = 1;if (is_range_weapon(you.inv[1]))you.skills[range_skill(you.inv[1])] = 4;elseyou.skills[SK_THROWING] = 4;
weap_skill = 2;_newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE, -1,1, random2(3));you.skills[SK_FIGHTING] = 3;you.skills[SK_ARMOUR] = 1;you.skills[SK_DODGING] = 1;you.skills[(coinflip()? SK_ARMOUR : SK_DODGING)]++;you.skills[SK_STABBING] = 1;
int plusses = 4 - you.inv[0].plus - you.inv[0].plus2;ASSERT(plusses >= 0);if (one_chance_in(5))set_equip_desc( you.inv[0], ISFLAG_RUNED );if (one_chance_in(5))set_equip_desc( you.inv[0], ISFLAG_GLOWING );weap_skill = 2;if (you.religion != GOD_XOM){// For Lugonu and Makhleb don't hand out enchanted armour.// Distribute remaining enchantment points on the weapon.const int help = random2(plusses + 1);you.inv[0].plus += help;you.inv[0].plus2 += plusses - help;plusses = 0;}_newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE, -1,1, plusses);you.skills[SK_FIGHTING] = 3;you.skills[SK_ARMOUR] = 1;you.skills[SK_DODGING] = 1;you.skills[(coinflip()? SK_ARMOUR : SK_DODGING)]++;