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|
ID |
Category |
Severity |
Reproducibility |
Date Submitted |
Last Update |
0007518 |
[DCSS] Bug Report |
minor |
random |
2013-08-27 14:13 |
2014-07-24 10:43 |
|
Reporter |
SkaryMonk |
View Status |
public |
|
Assigned To |
neil |
Priority |
normal |
Resolution |
done |
|
Status |
closed |
|
Product Branch |
0.13 ancient branch |
|
Summary |
0007518: Tab on character creation gives non-viable starting weapon |
Description |
If you create a character, say a LOSk, and pick a random, but viable starting weapon (in this case, that excludes short blades), and then die, you can use tab to create a new LOSk, but this time, the random weapon selection includes non-viable weapons.
This might be working as intended, but it's certainly not what I expect from tab at character creation, ie. that I automatically make the exact same choices as the last time. |
Additional Information |
|
Tags |
No tags attached. |
|
Attached Files |
0001-Store-and-read-random-viable-weapon-choice-in-defaul.patch [^] (978 bytes) 2013-08-27 19:14 [Show Content] [Hide Content]From a98297a055f720268db4d204b6d3af4b26b50596 Mon Sep 17 00:00:00 2001
From: BlackSheep <chris.terenzi@gmail.com>
Date: Tue, 27 Aug 2013 13:09:39 -0400
Subject: [PATCH] Store and read random viable weapon choice in default prefs
---
crawl-ref/source/initfile.cc | 4 ++++
1 file changed, 4 insertions(+)
diff --git a/crawl-ref/source/initfile.cc b/crawl-ref/source/initfile.cc
index 3441909..ce5b237 100644
--- a/crawl-ref/source/initfile.cc
+++ b/crawl-ref/source/initfile.cc
@@ -226,6 +226,8 @@ weapon_type str_to_weapon(const string &str)
return WPN_DARTS;
else if (str == "random")
return WPN_RANDOM;
+ else if (str == "viable")
+ return WPN_VIABLE;
return WPN_UNKNOWN;
}
@@ -262,6 +264,8 @@ static string _weapon_to_str(int weapon)
return "javelins";
case WPN_DARTS:
return "darts";
+ case WPN_VIABLE:
+ return "viable";
case WPN_RANDOM:
default:
return "random";
--
1.8.1.2
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