git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2311 c06c8d41-db1a-0410-9941-cceddc491573
Z6343ZVG2VOE7WOLBS7YLIWJ6XGCRCGJRJLP5WUVRTG7VOIXRRLAC J7UPE4RWHSTQNK6WVFD3GEMU5JQSYGYGOZ76HBQGR4INO2GLCQOAC 4LK4NWHXIWWCTTJARE3EP247GMDZW7OQBGBQZXVL5QKRNVJORUTAC 7V4DCKFJCNBXFODMKJ6H3MCDUTSD4XVQ7D4D6XFCD4JNF4HCE4KAC TFO3DNZBDBA7YGKQKL624CG6DMVCEOPWQNAXDEV42ZODT5U3666AC KZIBMMGUSWOMS5NQ2KTWGY3SRYUYGZGD2YRZPQ2ISN5Z3JRSMEWQC 3BJ2OOF4F524G6UKVGOZVT6W3FSTSHHTKRJADUBZCHDXZWV3KANQC SVY2PTCLXR3KNPQAWXVXTTGCC5DR334HOAKHYO3VDDRWM2BWMALAC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC 3A3OAIFRFU3IHF6SDNDPCN3XYOFYIBYCEYJAXAFASCFDY76SMFXQC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC S4BRP4VHB23F2FCC6BXNAN2MZRVUGW7QMXUEOAVZVGFXKXJPVLLQC P2ZCF3BBG523ZEOD6XQA4X5YEHBTWH3IM33YVHXP2SQ5POXZIH4QC 5P6MEKBISK6NI4MULM75HHFBQW5MXITSZJDGLLIDKJ7G24F7XYNAC GUXTGUEMZYBRGV5QUAQSJHG3AOIQDWWCDIMOX4LASFJAZVGL2WQAC 3OHKRNZDX6FDLBM26OFMRYUXVPLV24RIUYK6YDIIJPWHRVXUAJMAC LPW5S327G7WSDHNED5A2UB72HVH27YYNFZGBYWUW5XSV7U4HPNQAC XPMC3YAOVJXYI5FAXLIHOCHVJLI24HKAF2GH7HG7FTQI5HBU4GWAC DL4M4VJQZX43KRYN4FBP57YPSBX2UJPJ43QSYGFXVJO4PH2CHRCAC SDLKLUNFGVKDS55DDJZCBAVIB7NL3RRYPTACAY65SCUQKV6APFSAC 3NIWNYMNSQZEEXZLEQADAAB3D7GLO5FIH64U5P5YQUVIV5MOURCAC 77H4BWWPPGLM3PLZH4QTAJRXIZTSDVNCOKZE223I437FN2UJ34RQC Y56C5OMUQ5XF2G6DKDV4R5MED44UOIUPTBBQVWQBUHYIXYA5MOZAC I7QLYOTE6DLQZM7YWUWYLKHRJRB2A3STQ42ALSRGQICEWKD2QTEQC }static void newgame_make_item(int slot, equipment_type eqslot,object_class_type base,int sub_type, int qty = 1,int plus = 0, int plus2 = 0){item_def &item(you.inv[slot]);item.base_type = base;item.sub_type = sub_type;item.quantity = qty;item.plus = plus;item.plus2 = plus2;item.special = 0;if (slot != EQ_NONE)you.equip[eqslot] = slot;
you.inv[0].quantity = 1;you.inv[0].base_type = OBJ_WEAPONS;you.inv[0].sub_type = WPN_KNIFE;you.inv[0].plus = 0;you.inv[0].plus2 = 0;you.inv[0].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_KNIFE);
you.inv[4].quantity = 1;you.inv[4].base_type = OBJ_ARMOUR;you.inv[4].sub_type = ARM_BUCKLER;you.inv[4].plus = 0;you.inv[4].special = 0;you.equip[EQ_SHIELD] = 4;
newgame_make_item(4, EQ_SHIELD, OBJ_ARMOUR, ARM_BUCKLER);
you.inv[4].base_type = OBJ_MISSILES;you.inv[4].sub_type = MI_DART;you.inv[4].quantity = 10 + roll_dice( 2, 6 );you.inv[4].plus = 0;you.inv[4].plus2 = 0;you.inv[4].special = 0;
newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_DART,10 + roll_dice( 2, 6 ));
{you.inv[0].quantity = 1;you.inv[0].base_type = OBJ_WEAPONS;you.inv[0].sub_type = WPN_ANCUS;you.inv[0].plus = 0;you.inv[0].special = 0;}
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_ANCUS);
if (you.species != SP_TROLL)you.equip[EQ_WEAPON] = 0;you.equip[EQ_BODY_ARMOUR] = 1;if (you.species != SP_KOBOLD && you.species != SP_OGRE&& you.species != SP_TROLL && you.species != SP_GHOUL&& you.species != SP_VAMPIRE){you.equip[EQ_SHIELD] = 2;}
if (you.species == SP_OGRE_MAGE)you.inv[0].sub_type = WPN_QUARTERSTAFF;else if (player_genus(GENPC_DWARVEN))you.inv[0].sub_type = WPN_HAMMER;elseyou.inv[0].sub_type = WPN_DAGGER;
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
you.inv[0].quantity = 1;you.inv[0].base_type = OBJ_WEAPONS;you.inv[0].sub_type = WPN_MACE; //jmf: moved from "case 'b'" belowyou.inv[0].plus = 0;you.inv[0].plus2 = 0;you.inv[0].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_MACE);
{you.inv[2].base_type = OBJ_POTIONS;you.inv[2].sub_type = POT_HEALING;you.inv[2].quantity = 2;you.inv[2].plus = 0;}you.equip[EQ_WEAPON] = 0;you.equip[EQ_BODY_ARMOUR] = 1;
newgame_make_item(2, EQ_NONE, OBJ_POTIONS, POT_HEALING, 2);
you.inv[0].quantity = 1;you.inv[0].base_type = OBJ_WEAPONS;you.inv[0].sub_type = WPN_SHORT_SWORD;you.inv[0].plus = 0;you.inv[0].plus2 = 0;you.inv[0].special = 0;you.inv[1].quantity = 1;you.inv[1].base_type = OBJ_WEAPONS;you.inv[1].sub_type = WPN_DAGGER;you.inv[1].plus = 0;you.inv[1].plus2 = 0;you.inv[1].special = 0;you.inv[2].quantity = 1;you.inv[2].base_type = OBJ_ARMOUR;you.inv[2].sub_type = ARM_ROBE;you.inv[2].plus = 0;you.inv[2].special = 0;you.inv[3].quantity = 1;you.inv[3].base_type = OBJ_ARMOUR;you.inv[3].sub_type = ARM_CLOAK;you.inv[3].plus = 0;you.inv[3].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_DAGGER);newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);newgame_make_item(3, EQ_CLOAK, OBJ_ARMOUR, ARM_CLOAK);newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_DART,10 + roll_dice( 2, 10 ));
you.inv[4].base_type = OBJ_MISSILES;you.inv[4].sub_type = MI_DART;you.inv[4].quantity = 10 + roll_dice( 2, 10 );you.inv[4].plus = 0;you.inv[4].special = 0;you.equip[EQ_WEAPON] = 0;you.equip[EQ_BODY_ARMOUR] = 2;you.equip[EQ_CLOAK] = 3;
you.inv[1].quantity = 1;you.inv[1].base_type = OBJ_ARMOUR;you.inv[1].sub_type = ARM_ANIMAL_SKIN;you.inv[1].plus = 0;you.inv[1].special = 0;you.inv[2].quantity = 1;you.inv[2].base_type = OBJ_ARMOUR;you.inv[2].sub_type = ARM_SHIELD;you.inv[2].plus = 0;you.inv[2].special = 0;
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ANIMAL_SKIN);newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_SHIELD);
you.inv[1].quantity = 1;you.inv[1].base_type = OBJ_ARMOUR;you.inv[1].sub_type = ARM_LEATHER_ARMOUR;you.inv[1].plus = 0;you.inv[1].special = 0;you.inv[2].quantity = 1;you.inv[2].base_type = OBJ_ARMOUR;you.inv[2].sub_type = ARM_BUCKLER;you.inv[2].plus = 0;you.inv[2].special = 0;
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR,ARM_LEATHER_ARMOUR);newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_BUCKLER);
you.inv[0].quantity = 1;you.inv[0].base_type = OBJ_WEAPONS;you.inv[0].sub_type = WPN_DAGGER;you.inv[0].plus = 0;you.inv[0].plus2 = 0;you.inv[0].special = 0;you.inv[1].quantity = 1;you.inv[1].base_type = OBJ_ARMOUR;you.inv[1].sub_type = ARM_ROBE;you.inv[1].plus = 0;you.inv[1].special = 0;you.equip[EQ_WEAPON] = 0;you.equip[EQ_BODY_ARMOUR] = 1;you.inv[2].base_type = OBJ_BOOKS;you.inv[2].sub_type = BOOK_NECROMANCY;you.inv[2].quantity = 1;you.inv[2].plus = 0; // = 127you.inv[2].special = 0; // = 1;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER);newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_NECROMANCY);
you.inv[0].quantity = 1;you.inv[0].base_type = OBJ_WEAPONS;you.inv[0].sub_type = WPN_FALCHION;you.inv[0].plus = 0;you.inv[0].plus2 = 0;you.inv[0].special = 0;you.inv[1].quantity = 1;you.inv[1].base_type = OBJ_ARMOUR;you.inv[1].sub_type = ARM_ROBE;you.inv[1].plus = 0;you.inv[1].special = 0;you.inv[2].quantity = 1;you.inv[2].base_type = OBJ_ARMOUR;you.inv[2].sub_type = ARM_SHIELD;you.inv[2].plus = 0;you.inv[2].special = 0;
you.equip[EQ_WEAPON] = 0;you.equip[EQ_BODY_ARMOUR] = 1;you.equip[EQ_SHIELD] = 2;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_FALCHION);newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);newgame_make_item(2, EQ_SHIELD, OBJ_ARMOUR, ARM_SHIELD);newgame_make_item(3, EQ_NONE, OBJ_POTIONS, POT_HEALING);
you.inv[0].quantity = 1;you.inv[0].base_type = OBJ_WEAPONS;you.inv[0].sub_type = WPN_DAGGER;to_hit_bonus = random2(3);you.inv[0].plus = 1 + to_hit_bonus;you.inv[0].plus2 = 1 + (2 - to_hit_bonus);you.inv[0].special = 0;you.inv[1].quantity = 1;you.inv[1].base_type = OBJ_WEAPONS;you.inv[1].sub_type = WPN_BLOWGUN;you.inv[1].plus = 0;you.inv[1].plus2 = 0;you.inv[1].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER, 1,1 + to_hit_bonus, 1 + (2 - to_hit_bonus));newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_BLOWGUN);newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);newgame_make_item(3, EQ_CLOAK, OBJ_ARMOUR, ARM_CLOAK);
you.inv[2].quantity = 1;you.inv[2].base_type = OBJ_ARMOUR;you.inv[2].sub_type = ARM_ROBE;you.inv[2].plus = 0;you.inv[2].special = 0;you.inv[3].quantity = 1;you.inv[3].base_type = OBJ_ARMOUR;you.inv[3].sub_type = ARM_CLOAK;you.inv[3].plus = 0;you.inv[3].special = 0;
you.inv[4].base_type = OBJ_MISSILES;you.inv[4].sub_type = MI_DART;you.inv[4].quantity = 10 + roll_dice( 2, 10 );you.inv[4].plus = 0;
newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_DART,10 + roll_dice( 2, 10 ));
{you.inv[0].quantity = 1;you.inv[0].base_type = OBJ_WEAPONS;you.inv[0].sub_type = WPN_ANCUS;you.inv[0].plus = 0;you.inv[0].plus2 = 0;you.inv[0].special = 0;you.equip[EQ_WEAPON] = 0;}
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_ANCUS);
you.inv[0].quantity = 1;you.inv[0].base_type = OBJ_WEAPONS;you.inv[0].sub_type = WPN_HAND_AXE;you.inv[0].plus = 0;you.inv[0].plus2 = 0;you.inv[0].special = 0;you.equip[EQ_WEAPON] = 0;for (unsigned char i = 2; i <= 4; i++){you.inv[i].quantity = 1;you.inv[i].base_type = OBJ_WEAPONS;you.inv[i].sub_type = WPN_SPEAR;you.inv[i].plus = 0;you.inv[i].plus2 = 0;you.inv[i].special = 0;}
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_HAND_AXE);for (int i = 2; i <= 4; i++)newgame_make_item(i, EQ_NONE, OBJ_WEAPONS, WPN_SPEAR);
you.inv[1].quantity = 1;you.inv[1].base_type = OBJ_ARMOUR;you.inv[1].sub_type = ARM_LEATHER_ARMOUR;you.inv[1].plus = 0;you.inv[1].special = 0;you.equip[EQ_BODY_ARMOUR] = 1;if (you.species == SP_OGRE || you.species == SP_TROLL|| player_genus(GENPC_DRACONIAN)){
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_LEATHER_ARMOUR);if (!can_wear_armour(you.inv[1], false, true))
you.inv[0].quantity = 1;you.inv[0].base_type = OBJ_WEAPONS;you.inv[0].sub_type = WPN_DAGGER;you.inv[0].plus = 0;you.inv[0].plus2 = 0;you.inv[0].special = 0;you.equip[EQ_WEAPON] = 0;you.inv[2].quantity = 1;you.inv[2].base_type = OBJ_ARMOUR;you.inv[2].sub_type = ARM_LEATHER_ARMOUR;you.inv[2].plus = 0;you.inv[2].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER);newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_LEATHER_ARMOUR);if (!can_wear_armour(you.inv[2], false, true)){you.inv[2].sub_type =player_genus(GENPC_DRACONIAN)? ARM_ROBE : ARM_ANIMAL_SKIN;}
you.equip[EQ_BODY_ARMOUR] = 2;you.inv[3].quantity = 15 + random2avg(21, 5);you.inv[3].base_type = OBJ_MISSILES;you.inv[3].sub_type = MI_ARROW;you.inv[3].plus = 0;you.inv[3].plus2 = 0;you.inv[3].special = 0;you.inv[1].quantity = 1;you.inv[1].base_type = OBJ_WEAPONS;you.inv[1].sub_type = WPN_BOW;you.inv[1].plus = 0;you.inv[1].plus2 = 0;you.inv[1].special = 0;
newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_ARROW,15 + random2avg(21, 5));newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_BOW);
you.inv[0].quantity = 1;you.inv[0].base_type = OBJ_WEAPONS;you.inv[0].sub_type = WPN_DAGGER;you.inv[0].plus = 0;you.inv[0].plus2 = 0;you.inv[0].special = 0;you.inv[1].quantity = 1;you.inv[1].base_type = OBJ_ARMOUR;you.inv[1].sub_type = ARM_ROBE;you.inv[1].plus = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER);newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
you.inv[3].quantity = random2avg(12, 2) + 6;you.inv[3].base_type = OBJ_MISSILES;you.inv[3].sub_type = MI_STONE;you.inv[3].plus = 0;you.inv[3].plus2 = 0;you.inv[3].special = 0;
newgame_make_item(3, EQ_NONE, OBJ_MISSILES, MI_STONE,random2avg(12, 2) + 6);
you.inv[1].quantity = 1;you.inv[1].base_type = OBJ_WEAPONS;you.inv[1].sub_type = WPN_SLING;you.inv[1].plus = 0;you.inv[1].plus2 = 0;you.inv[1].special = 0;you.inv[4].quantity = 1;you.inv[4].base_type = OBJ_ARMOUR;you.inv[4].sub_type = ARM_ROBE;you.inv[4].plus = 0;you.inv[4].plus2 = 0;you.inv[4].special = 0;you.equip[EQ_BODY_ARMOUR] = 4;
newgame_make_item(1, EQ_NONE, OBJ_WEAPONS, WPN_SLING);newgame_make_item(4, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);
you.inv[1].quantity = 6 + roll_dice( 3, 4 );you.inv[1].base_type = OBJ_MISSILES;you.inv[1].sub_type = MI_ARROW;you.inv[1].plus = 0;you.inv[1].plus2 = 0;you.inv[1].special = 0;you.inv[2].base_type = OBJ_ARMOUR;you.inv[2].sub_type = ARM_ROBE;you.inv[2].plus = 0;you.inv[2].special = 0;you.inv[2].quantity = 1;
newgame_make_item(1, EQ_NONE, OBJ_MISSILES, MI_ARROW,6 + roll_dice( 3, 4 ));newgame_make_item(2, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);newgame_make_item(3, EQ_NONE, OBJ_BOOKS, BOOK_CHANGES);
you.inv[4].base_type = OBJ_POTIONS;you.inv[4].sub_type = POT_CONFUSION;you.inv[4].quantity = 2;you.inv[4].plus = 0;// some more ammo for evaporate:you.inv[5].base_type = OBJ_POTIONS;you.inv[5].sub_type = POT_POISON;you.inv[5].quantity = 1;you.inv[5].plus = 0;
newgame_make_item(4, EQ_NONE, OBJ_POTIONS, POT_CONFUSION, 2);newgame_make_item(5, EQ_NONE, OBJ_POTIONS, POT_POISON);
you.inv[2].base_type = OBJ_BOOKS;you.inv[2].sub_type = BOOK_SPATIAL_TRANSLOCATIONS;you.inv[2].quantity = 1;you.inv[2].plus = 0;you.inv[2].special = 0;
newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_SPATIAL_TRANSLOCATIONS);
you.inv[3].base_type = OBJ_SCROLLS;you.inv[3].sub_type = SCR_BLINKING;you.inv[3].quantity = 1;you.inv[3].plus = 0;you.inv[3].special = 0;
newgame_make_item(3, EQ_NONE, OBJ_SCROLLS, SCR_BLINKING);newgame_make_item(4, EQ_NONE, OBJ_MISSILES, MI_DART,10 + roll_dice( 2, 10 ));
you.inv[0].quantity = 1;you.inv[0].base_type = OBJ_WEAPONS;you.inv[0].sub_type = WPN_SHORT_SWORD;you.inv[0].plus = 0;you.inv[0].plus2 = 0;you.inv[0].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
you.inv[1].quantity = 1;you.inv[1].base_type = OBJ_ARMOUR;you.inv[1].sub_type = ARM_ROBE;you.inv[1].plus = 0;you.inv[1].special = 0;
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_WAR_CHANTS);
you.inv[2].base_type = OBJ_BOOKS;you.inv[2].sub_type = BOOK_NECROMANCY;you.inv[2].quantity = 1;you.inv[2].plus = 0;you.inv[2].special = 0;
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);newgame_make_item(2, EQ_NONE, OBJ_BOOKS, BOOK_NECROMANCY);
you.inv[0].quantity = 1;you.inv[0].base_type = OBJ_WEAPONS;you.inv[0].sub_type = WPN_SHORT_SWORD;you.inv[0].plus = random2(3);you.inv[0].plus2 = random2(3);you.inv[0].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD, 1,random2(3), random2(3));
// Robeyou.inv[1].quantity = 1;you.inv[1].base_type = OBJ_ARMOUR;you.inv[1].sub_type = ARM_ROBE;you.inv[1].plus = 0;you.inv[1].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_QUARTERSTAFF);newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);newgame_make_item(2, EQ_NONE, OBJ_POTIONS, POT_HEALING);newgame_make_item(3, EQ_NONE, OBJ_POTIONS, POT_HEAL_WOUNDS);
you.inv[2].base_type = OBJ_POTIONS;you.inv[2].sub_type = POT_HEALING;you.inv[2].quantity = 1;you.inv[2].plus = 0;you.inv[3].base_type = OBJ_POTIONS;you.inv[3].sub_type = POT_HEAL_WOUNDS;you.inv[3].quantity = 1;you.inv[3].plus = 0;you.equip[EQ_WEAPON] = 0;you.equip[EQ_BODY_ARMOUR] = 1;
you.inv[0].quantity = 1;you.inv[0].base_type = OBJ_WEAPONS;you.inv[0].sub_type = WPN_SHORT_SWORD;you.inv[0].plus = 0;you.inv[0].plus2 = 0;you.inv[0].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_SHORT_SWORD);
you.inv[1].quantity = 1;you.inv[1].base_type = OBJ_ARMOUR;you.inv[1].sub_type = ARM_ROBE;you.inv[1].plus = 0;you.inv[1].special = 0;
newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);newgame_make_item(2, EQ_NONE, OBJ_BOOKS, give_first_conjuration_book());
you.inv[0].plus = 1 + to_hit_bonus;you.inv[0].plus2 = 1 + (2 - to_hit_bonus);you.inv[0].special = 0;you.inv[1].quantity = 1;you.inv[1].base_type = OBJ_ARMOUR;you.inv[1].sub_type = ARM_ROBE;you.inv[1].plus = 0;you.inv[1].special = 0;you.inv[2].quantity = 1;you.inv[2].base_type = OBJ_ARMOUR;you.inv[2].sub_type = ARM_CLOAK;you.inv[2].plus = 0;you.inv[2].special = 0;
newgame_make_item(0, EQ_WEAPON, OBJ_WEAPONS, WPN_DAGGER, 1,1 + to_hit_bonus, 1 + (2 - to_hit_bonus));newgame_make_item(1, EQ_BODY_ARMOUR, OBJ_ARMOUR, ARM_ROBE);newgame_make_item(2, EQ_CLOAK, OBJ_ARMOUR, ARM_CLOAK);newgame_make_item(3, EQ_NONE, OBJ_BOOKS, BOOK_STALKING);
you.inv[3].base_type = OBJ_BOOKS;you.inv[3].sub_type = BOOK_STALKING; //jmf: new book!you.inv[3].quantity = 1;you.inv[3].plus = 0;you.inv[3].special = 0;you.equip[EQ_WEAPON] = 0;you.equip[EQ_BODY_ARMOUR] = 1;you.equip[EQ_CLOAK] = 2;