{ 0, 0, 0, 0, 0 }
};
static struct trobj Knight[] = {
- { LONG_SWORD, 0, WEAPON_CLASS, 1, UNDEF_BLESS },
- { SPEAR, 2, WEAPON_CLASS, 1, UNDEF_BLESS },
+ { LONG_SWORD, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
+ { LANCE, 1, WEAPON_CLASS, 1, UNDEF_BLESS },
{ RING_MAIL, 1, ARMOR_CLASS, 1, UNDEF_BLESS },
{ HELMET, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
{ SMALL_SHIELD, 0, ARMOR_CLASS, 1, UNDEF_BLESS },
*/
break;
case PM_RANGER:
-#if 0 /* superseded by inv_subs[] */
- switch (rn2(100) / 20) {
- case 0: /* Special racial bow */
- case 1:
- case 2:
- switch (Race_switch) {
- case PM_ELF:
- Ranger[RAN_BOW].trotyp = ELVEN_BOW;
- Ranger[RAN_TWO_ARROWS].trotyp =
- Ranger[RAN_ZERO_ARROWS].trotyp = ELVEN_ARROW;
- break;
- case PM_GNOME:
- Ranger[RAN_BOW].trotyp = CROSSBOW;
- Ranger[RAN_TWO_ARROWS].trotyp =
- Ranger[RAN_ZERO_ARROWS].trotyp = CROSSBOW_BOLT;
- break;
- case PM_ORC:
- Ranger[RAN_BOW].trotyp = ORCISH_BOW;
- Ranger[RAN_TWO_ARROWS].trotyp =
- Ranger[RAN_ZERO_ARROWS].trotyp = ORCISH_ARROW;
- break;
- default: break; /* Use default bow + arrow */
- }
- break;
- case 3: /* Missiles */
- Ranger[RAN_BOW].trotyp = BOOMERANG;
- Ranger[RAN_TWO_ARROWS].trotyp =
- Ranger[RAN_ZERO_ARROWS].trotyp = DART;
- break;
- default: break; /* Use default bow + arrow */
- }
-#endif /*0*/
Ranger[RAN_TWO_ARROWS].trquan = rn1(10, 50);
Ranger[RAN_ZERO_ARROWS].trquan = rn1(10, 30);
ini_inv(Ranger);
break;
#endif
case PM_VALKYRIE:
- flags.female = TRUE;
ini_inv(Valkyrie);
if(!rn2(6)) ini_inv(Lamp);
knows_class(WEAPON_CLASS);
discover_object(POT_OIL, TRUE, FALSE);
if(obj->oclass == ARMOR_CLASS){
- if (is_shield(obj) && !uarms)
+ if (is_shield(obj) && !uarms) {
setworn(obj, W_ARMS);
- else if (is_helmet(obj) && !uarmh)
+ if (uswapwep) setuswapwep((struct obj *) 0);
+ } else if (is_helmet(obj) && !uarmh)
setworn(obj, W_ARMH);
else if (is_gloves(obj) && !uarmg)
setworn(obj, W_ARMG);