creature_ptr->redraw |= PR_STATUS;
break;
case CLASS_NINJA:
- if (heavy_armor(creature_ptr)) {
- creature_ptr->skill_stl -= (creature_ptr->lev) / 10;
- } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->right_hand_weapon)
- && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->left_hand_weapon)) {
- creature_ptr->skill_stl += (creature_ptr->lev) / 10;
- }
-
if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->right_hand_weapon)
&& (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->left_hand_weapon)) {
creature_ptr->to_a += creature_ptr->lev / 2 + 5;
creature_ptr->skill_stl -= 7;
}
+ if (creature_ptr->pclass == CLASS_NINJA && heavy_armor(creature_ptr)) {
+ creature_ptr->skill_stl -= (creature_ptr->lev) / 10;
+ } else if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->right_hand_weapon)
+ && (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->left_hand_weapon)) {
+ creature_ptr->skill_stl += (creature_ptr->lev) / 10;
+ }
+
if (is_time_limit_stealth(creature_ptr))
creature_ptr->skill_stl += 99;