Rogue preparation
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@ -72,8 +72,9 @@ pickup_dagger(Item *item, Player *player)
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player->daggers += (Uint32) item->value;
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mixer_play_effect(DAGGER_PICKUP);
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if (item->value > 1)
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gui_log("You collect %u daggers", (Uint32) item->value);
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double count = player->class == ROGUE ? item->value * 2 : item->value;
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if (count > 1)
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gui_log("You collect %u daggers", (Uint32) count);
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else
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gui_log("You collect a dagger");
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}
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@ -43,7 +43,7 @@
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#define ENGINEER_STATS { 12, 12, 5, 7, 2, 2, 1, false, false }
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#define MAGE_STATS { 12, 12, 5, 7, 1, 2, 1, false, false }
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#define PALADIN_STATS { 12, 12, 8, 9, 3, 1, 1, false, false }
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#define ROGUE_STATS { 12, 12, 5, 7, 1, 2, 1, false, false }
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#define ROGUE_STATS { 9, 9, 4, 9, 4, 2, 1, false, false }
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#define WARRIOR_STATS { 12, 12, 8, 9, 3, 1, 1, false, false }
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void
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@ -495,6 +495,7 @@ player_create(class_t class, Camera *cam)
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player->skills[1] = NULL;
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player->skills[2] = NULL;
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player->skills[3] = skill_create(DAGGER_THROW, cam);
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player->daggers = 10;
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break;
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case WARRIOR:
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m_strcpy(asset, 100, "Commissions/Warrior.png");
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