forked from github/server
reanming SK_SWORD -> SK_MELEE (since all the axes use it, too and I get confused so easily)
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parent
74f03ab496
commit
5358c876d2
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@ -235,7 +235,7 @@ add_recruits(unit * u, int number, int wanted)
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}
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if (unew->race == new_race[RC_URUK]) {
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change_level(unew, SK_SWORD, 1);
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change_level(unew, SK_MELEE, 1);
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change_level(unew, SK_SPEAR, 1);
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}
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if (unew->race->ec_flags & ECF_REC_HORSES) {
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@ -245,8 +245,8 @@ add_recruits(unit * u, int number, int wanted)
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if (i > 0) {
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if (unew->race->bonus[SK_SPEAR] >= 0)
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change_level(unew, SK_SPEAR, i);
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if (unew->race->bonus[SK_SWORD] >= 0)
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change_level(unew, SK_SWORD, i);
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if (unew->race->bonus[SK_MELEE] >= 0)
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change_level(unew, SK_MELEE, i);
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if (unew->race->bonus[SK_LONGBOW] >= 0)
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change_level(unew, SK_LONGBOW, i);
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if (unew->race->bonus[SK_CROSSBOW] >= 0)
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@ -803,7 +803,7 @@ recruit_dracoids(unit * dragon, int size)
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change_money(dragon, -un->number * 50);
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set_level(un, SK_SPEAR, (3 + rand() % 4));
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set_level(un, SK_SWORD, (3 + rand() % 4));
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set_level(un, SK_MELEE, (3 + rand() % 4));
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set_level(un, SK_LONGBOW, (2 + rand() % 3));
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switch (rand() % 3) {
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@ -343,7 +343,7 @@ get_allies(region * r, unit * u)
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switch (rand() % 4) {
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case 0:
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set_level(newunit, SK_SWORD, 1+rand()%3);
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set_level(newunit, SK_MELEE, 1+rand()%3);
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set_item(newunit, I_SWORD, newunit->number);
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break;
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case 1:
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@ -405,7 +405,7 @@ get_allies(region * r, unit * u)
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newunit = createunit(r, u->faction, rand() % 12 + 2, u->faction->race);
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set_string(&newunit->name, "Berber");
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set_money(newunit, (rand() % 30 + 20) * newunit->number);
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set_level(newunit, SK_SWORD, 1+rand()%2);
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set_level(newunit, SK_MELEE, 1+rand()%2);
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set_item(newunit, I_SWORD, newunit->number);
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set_level(newunit, SK_TRADE, 1+rand()%3);
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set_level(newunit, SK_RIDING, 2+rand()%2);
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@ -414,25 +414,25 @@ get_allies(region * r, unit * u)
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break;
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case T_HIGHLAND:
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if (eff_skill(u, SK_SWORD, r) <= 1) {
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if (eff_skill(u, SK_MELEE, r) <= 1) {
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return;
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}
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newunit = createunit(r, u->faction, rand() % 8 + 2, u->faction->race);
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set_string(&newunit->name, "Hochlandbarbaren");
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set_money(newunit, (rand() % 10 + 20) * newunit->number);
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set_level(newunit, SK_SWORD, 1+rand()%2);
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set_level(newunit, SK_MELEE, 1+rand()%2);
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set_item(newunit, I_SWORD, newunit->number);
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break;
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case T_MOUNTAIN:
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if (eff_skill(u, SK_SWORD, r) <= 1
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if (eff_skill(u, SK_MELEE, r) <= 1
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|| eff_skill(u, SK_TRADE, r) <= 2) {
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return;
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}
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newunit = createunit(r, u->faction, rand() % 6 + 2, u->faction->race);
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set_string(&newunit->name, "Bergbewohner");
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set_money(newunit, (rand() % 40 + 60) * newunit->number);
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set_level(newunit, SK_SWORD, 2+rand()%2);
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set_level(newunit, SK_MELEE, 2+rand()%2);
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set_item(newunit, I_SWORD, newunit->number);
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set_level(newunit, SK_ARMORER, 2+rand()%2);
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set_level(newunit, SK_TRADE, 1+rand()%3);
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@ -442,14 +442,14 @@ get_allies(region * r, unit * u)
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break;
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case T_GLACIER:
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if (eff_skill(u, SK_SWORD, r) <= 1
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if (eff_skill(u, SK_MELEE, r) <= 1
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|| eff_skill(u, SK_TRADE, r) <= 1) {
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return;
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}
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newunit = createunit(r, u->faction, rand() % 4 + 2, u->faction->race);
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set_string(&newunit->name, "Eisleute");
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set_money(newunit, (rand() % 20 + 20) * newunit->number);
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set_level(newunit, SK_SWORD, 2+rand()%2);
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set_level(newunit, SK_MELEE, 2+rand()%2);
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set_item(newunit, I_SWORD, newunit->number);
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set_level(newunit, SK_ARMORER, 2+rand()%2);
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break;
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@ -1288,7 +1288,7 @@ randomevents(void)
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skill_t skill;
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int level;
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} skills [] = {
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{ SK_SWORD, 1 }, { SK_SPEAR, 1 }, { SK_TACTICS, 0 },
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{ SK_MELEE, 1 }, { SK_SPEAR, 1 }, { SK_TACTICS, 0 },
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{ SK_LONGBOW, 0 }, { SK_CROSSBOW, 0 }, { SK_CATAPULT, 0 },
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{ SK_AUSDAUER, 0 }, { NOSKILL, 0 }
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};
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@ -649,7 +649,7 @@ learn(void)
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warrior_skill = fspecial(u->faction, FS_WARRIOR);
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if(warrior_skill > 0) {
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if(sk == SK_CROSSBOW || sk == SK_LONGBOW
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|| sk == SK_CATAPULT || sk == SK_SWORD || sk == SK_SPEAR
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|| sk == SK_CATAPULT || sk == SK_MELEE || sk == SK_SPEAR
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|| sk == SK_AUSDAUER || sk == SK_WEAPONLESS)
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{
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teach->value += u->number * (5+warrior_skill*5);
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@ -106,11 +106,11 @@ static weapondata weapontable[WP_MAX + 1] =
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* missile, is_magic */
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{
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/* Runenschwert */
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{0.00, "3d10+10", "3d10+10", I_RUNESWORD, SK_SWORD, 2, 2, false, true, { RL_NONE, 0}, CUT },
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{0.00, "3d10+10", "3d10+10", I_RUNESWORD, SK_MELEE, 2, 2, false, true, { RL_NONE, 0}, CUT },
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/* Flammenschwert */
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{0.30, "3d6+10", "3d6+10", I_FIRESWORD, SK_SWORD, 1, 1, false, false, { RL_NONE, 0}, CUT },
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{0.30, "3d6+10", "3d6+10", I_FIRESWORD, SK_MELEE, 1, 1, false, false, { RL_NONE, 0}, CUT },
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/* Laenschwert */
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{0.30, "3d6+10", "3d6+10", I_LAENSWORD, SK_SWORD, 1, 1, false, false, { RL_NONE, 0}, CUT },
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{0.30, "3d6+10", "3d6+10", I_LAENSWORD, SK_MELEE, 1, 1, false, false, { RL_NONE, 0}, CUT },
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/* Katapult */
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{0.00, "3d10+5", "3d10+5", I_CATAPULT, SK_CATAPULT, 0, 0, true, false, { RL_CATAPULT, 5 }, BASH },
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/* Langbogen */
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@ -124,21 +124,21 @@ static weapondata weapontable[WP_MAX + 1] =
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/* Speer */
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{0.00, "1d10+0", "1d12+2", I_SPEAR, SK_SPEAR, 0, 0, false, false, { RL_NONE, 0}, PIERCE },
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/* Zweihänder */
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{0.00, "2d8+3", "2d8+3", I_GREATSWORD, SK_SWORD, -1, -2, false, false, { RL_NONE, 0}, CUT },
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{0.00, "2d8+3", "2d8+3", I_GREATSWORD, SK_MELEE, -1, -2, false, false, { RL_NONE, 0}, CUT },
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/* Schwert */
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{0.00, "1d9+2", "1d9+2", I_SWORD, SK_SWORD, 0, 0, false, false, { RL_NONE, 0}, CUT },
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{0.00, "1d9+2", "1d9+2", I_SWORD, SK_MELEE, 0, 0, false, false, { RL_NONE, 0}, CUT },
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/* Lanze */
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{0.00, "1d5", "2d6+5", I_LANCE, SK_SPEAR, 0, -2, false, false, { RL_NONE, 0}, PIERCE },
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/* Rostiges Schwert */
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{0.00, "1d9", "1d9", I_RUSTY_SWORD, SK_SWORD, -1, -1, false, false, { RL_NONE, 0}, CUT },
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{0.00, "1d9", "1d9", I_RUSTY_SWORD, SK_MELEE, -1, -1, false, false, { RL_NONE, 0}, CUT },
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/* Rostiger Zweihänder */
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{0.00, "2d8", "2d8", I_RUSTY_GREATSWORD, SK_SWORD, -2, -3, false, false, { RL_NONE, 0}, CUT },
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{0.00, "2d8", "2d8", I_RUSTY_GREATSWORD, SK_MELEE, -2, -3, false, false, { RL_NONE, 0}, CUT },
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/* Rostige Hellebarde */
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{0.00, "2d6", "2d6", I_RUSTY_HALBERD, SK_SPEAR, -2, 1, false, false, { RL_NONE, 0}, CUT },
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/* Unbewaffnet */
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{0.00, "1d5+0", "1d6+0", I_WOOD, SK_SWORD, 0, 0, false, false, { RL_NONE, 0}, BASH },
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{0.00, "1d5+0", "1d6+0", I_WOOD, SK_MELEE, 0, 0, false, false, { RL_NONE, 0}, BASH },
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/* Dummy */
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{0.00, "0d0+0", "0d0+0", I_WOOD, SK_SWORD, 0, 0, false, false, { RL_NONE, 0}, 0 }
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{0.00, "0d0+0", "0d0+0", I_WOOD, SK_MELEE, 0, 0, false, false, { RL_NONE, 0}, 0 }
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};
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weapon_type * oldweapontype[WP_MAX];
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@ -602,7 +602,7 @@ weapon_skill(const weapon_type * wtype, const unit * u, boolean attacking)
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if (skill<=0) {
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/* wenn kein waffenloser kampf, dann den rassen-defaultwert */
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if(u->race == new_race[RC_URUK]) {
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int sword = effskill(u, SK_SWORD);
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int sword = effskill(u, SK_MELEE);
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int spear = effskill(u, SK_SPEAR);
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skill = max(sword, spear) - 3;
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if (attacking) {
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@ -588,7 +588,7 @@ enum {
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SK_RIDING,
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SK_ARMORER,
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SK_SHIPBUILDING,
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SK_SWORD,
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SK_MELEE,
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SK_SAILING,
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SK_SPEAR,
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SK_SPY,
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