diff --git a/code/modules/jobs/job_types/roguetown/adventurer/types/combat/warrior.dm b/code/modules/jobs/job_types/roguetown/adventurer/types/combat/warrior.dm index 2a7814bc268..07f6524a0dd 100644 --- a/code/modules/jobs/job_types/roguetown/adventurer/types/combat/warrior.dm +++ b/code/modules/jobs/job_types/roguetown/adventurer/types/combat/warrior.dm @@ -1,7 +1,7 @@ //shield sword /datum/advclass/combat/sfighter name = "Warrior" - tutorial = "Warriors are the heart of any party, hidden behind a large shield with the courage to take on any foe." + tutorial = "Wandering sellswords, foolhardy gloryhounds, deserters... many and varied folk turn to the path of the warrior. Very few meet anything greater than the bottom of a tankard or the wrong end of a noose." allowed_sexes = list(MALE, FEMALE) allowed_races = list( "Humen", @@ -18,15 +18,15 @@ /datum/outfit/job/roguetown/adventurer/sfighter/pre_equip(mob/living/carbon/human/H) ..() H.mind.adjust_skillrank(/datum/skill/combat/crossbows, pick(1,2), TRUE) - H.mind.adjust_skillrank(/datum/skill/combat/polearms, 2, TRUE) + H.mind.adjust_skillrank(/datum/skill/combat/whipsflails, 2, TRUE) H.mind.adjust_skillrank(/datum/skill/combat/axesmaces, 2, TRUE) H.mind.adjust_skillrank(/datum/skill/combat/bows, pick(1,2), TRUE) - H.mind.adjust_skillrank(/datum/skill/combat/wrestling, 2, TRUE) + H.mind.adjust_skillrank(/datum/skill/combat/wrestling, 3, TRUE) H.mind.adjust_skillrank(/datum/skill/combat/unarmed, 2, TRUE) - H.mind.adjust_skillrank(/datum/skill/misc/athletics, 4, TRUE) - H.mind.adjust_skillrank(/datum/skill/combat/swords, pick(2,3), TRUE) + H.mind.adjust_skillrank(/datum/skill/misc/athletics, 3, TRUE) + H.mind.adjust_skillrank(/datum/skill/combat/swords, 2, TRUE) H.mind.adjust_skillrank(/datum/skill/combat/knives, pick(1,1,2), TRUE) - H.mind.adjust_skillrank(/datum/skill/combat/shields, pick(1,2,2), TRUE) + H.mind.adjust_skillrank(/datum/skill/combat/shields, pick(2,3), TRUE) H.mind.adjust_skillrank(/datum/skill/misc/swimming, 1, TRUE) H.mind.adjust_skillrank(/datum/skill/misc/climbing, 2, TRUE) H.mind.adjust_skillrank(/datum/skill/misc/riding, pick(1,1,2), TRUE) @@ -42,23 +42,35 @@ pants = /obj/item/clothing/under/roguetown/tights/black backl = /obj/item/storage/backpack/rogue/satchel backr = /obj/item/rogueweapon/shield/wood - var/armortype = pickweight(list("Chainmail" = 6, "Plate" = 3, "Steel" = 1)) - var/weapontype = pickweight(list("Messer" = 3, "Sword" = 5, "Shortsword" = 2)) + beltr = /obj/item/storage/belt/rogue/pouch/coins/poor + var/armortype = pickweight(list("Ironmail" = 6, "Ironplate" = 3, "Ironplate&Mail" = 1)) // At best they can get an iron breastplate over mail + var/weapontype = pickweight(list("Axe" = 2, "Mace" = 2, "Messer" = 2, "Sword" = 3, "Flail" = 1)) // Rolls for various weapons, all of these are iron tier switch(armortype) - if("Chainmail") + if("Ironmail") armor = /obj/item/clothing/suit/roguetown/armor/chainmail/iron - if("Plate") + if("Ironplate") armor = /obj/item/clothing/suit/roguetown/armor/plate/half/iron - if("Steel") // Big roller gets chainlegs as well - armor = /obj/item/clothing/suit/roguetown/armor/chainmail + if("Ironplate&Mail") // Big roller gets iron chainlegs and an iron breastplate over chainmail. Lucky them + armor = /obj/item/clothing/suit/roguetown/armor/plate/half/iron + shirt = /obj/item/clothing/suit/roguetown/armor/chainmail pants = /obj/item/clothing/under/roguetown/chainlegs/iron - switch(weapontype) + switch(weapontype) // We get +1 weapon skill in either axes/maces, swords, or flails depending on our starting weapon + if("Axe") + beltl = /obj/item/rogueweapon/woodcut + H.mind.adjust_skillrank(/datum/skill/combat/axesmaces, 1, TRUE) + if("Mace") + beltl = /obj/item/rogueweapon/mace + H.mind.adjust_skillrank(/datum/skill/combat/axesmaces, 1, TRUE) if("Messer") beltl = /obj/item/rogueweapon/sword/iron/messer + H.mind.adjust_skillrank(/datum/skill/combat/swords, 1, TRUE) if("Sword") beltl = /obj/item/rogueweapon/sword/iron - if("Shortsword") // Big roller gets steel sword. - beltl = /obj/item/rogueweapon/sword/short + H.mind.adjust_skillrank(/datum/skill/combat/swords, 1, TRUE) + if("Flail") // Big roller gets one of the best weapons to pair with a shield, even if it is only iron tier. Lucky bastard + beltl = /obj/item/rogueweapon/flail + H.mind.adjust_skillrank(/datum/skill/combat/whipsflails, 1, TRUE) + if(prob(66)) neck = /obj/item/clothing/neck/roguetown/gorget head = /obj/item/clothing/head/roguetown/helmet/skullcap @@ -67,6 +79,6 @@ H.change_stat("strength", 2) H.change_stat("endurance", 1) - H.change_stat("speed", 1) + H.change_stat("constitution", 1) H.change_stat("intelligence", -1) // Muscle brains - ADD_TRAIT(H, TRAIT_HEAVYARMOR, TRAIT_GENERIC) + ADD_TRAIT(H, TRAIT_MEDIUMARMOR, TRAIT_GENERIC) // MEDIUM armor training only, this is not a rare drifter, they shouldn't have more armor training than a garrison guard