p_ptr->stat_cur[stat] = cur;
p_ptr->stat_max[stat] = max;
- /* Redisplay the stats later */
p_ptr->redraw |= (PR_STATS);
p_ptr->update |= (PU_BONUS);
}
{
p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
p_ptr->update |= (PU_BONUS);
-
- /* Redisplay the stats later */
p_ptr->redraw |= (PR_STATS);
/* Success */
{
/* Save the new value */
p_ptr->stat_top[i] = (s16b)top;
-
- /* Redisplay the stats later */
p_ptr->redraw |= (PR_STATS);
-
p_ptr->window |= (PW_PLAYER);
}
{
/* Save the new value */
p_ptr->stat_use[i] = (s16b)use;
-
- /* Redisplay the stats later */
p_ptr->redraw |= (PR_STATS);
-
p_ptr->window |= (PW_PLAYER);
}
/* Analyze the class */
switch (p_ptr->pclass)
{
- /* Warrior */
case CLASS_WARRIOR:
num = 6; wgt = 70; mul = 5; break;
- /* Berserker */
case CLASS_BERSERKER:
num = 6; wgt = 70; mul = 7; break;
- /* Mage */
case CLASS_MAGE:
case CLASS_HIGH_MAGE:
case CLASS_BLUE_MAGE:
num = 3; wgt = 100; mul = 2; break;
- /* Priest, Mindcrafter, Magic-Eater */
case CLASS_PRIEST:
case CLASS_MAGIC_EATER:
case CLASS_MINDCRAFTER:
num = 5; wgt = 100; mul = 3; break;
- /* Rogue */
case CLASS_ROGUE:
num = 5; wgt = 40; mul = 3; break;
- /* Ranger */
case CLASS_RANGER:
num = 5; wgt = 70; mul = 4; break;
- /* Paladin */
case CLASS_PALADIN:
case CLASS_SAMURAI:
num = 5; wgt = 70; mul = 4; break;
- /* Weaponsmith */
case CLASS_SMITH:
num = 5; wgt = 150; mul = 5; break;
- /* Warrior-Mage */
case CLASS_WARRIOR_MAGE:
case CLASS_RED_MAGE:
num = 5; wgt = 70; mul = 3; break;
- /* Chaos Warrior */
case CLASS_CHAOS_WARRIOR:
num = 5; wgt = 70; mul = 4; break;
- /* Monk */
case CLASS_MONK:
num = 5; wgt = 60; mul = 3; break;
- /* Tourist */
case CLASS_TOURIST:
num = 4; wgt = 100; mul = 3; break;
- /* Imitator */
case CLASS_IMITATOR:
num = 5; wgt = 70; mul = 4; break;
- /* Beastmaster */
case CLASS_BEASTMASTER:
num = 5; wgt = 70; mul = 3; break;
- /* Cavalry */
case CLASS_CAVALRY:
if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) { num = 5; wgt = 70; mul = 4; }
else { num = 5; wgt = 100; mul = 3; }
break;
- /* Sorcerer */
case CLASS_SORCERER:
num = 1; wgt = 1; mul = 1; break;
- /* Archer, Bard, Sniper */
case CLASS_ARCHER:
case CLASS_BARD:
case CLASS_SNIPER:
num = 4; wgt = 70; mul = 2; break;
- /* ForceTrainer */
case CLASS_FORCETRAINER:
num = 4; wgt = 60; mul = 2; break;
- /* Mirror Master */
case CLASS_MIRROR_MASTER:
num = 3; wgt = 100; mul = 3; break;
- /* Ninja */
case CLASS_NINJA:
num = 4; wgt = 20; mul = 1; break;
}