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author | Shmuale Mark <shm.mark@gmail.com> | 2014-06-26 14:16:49 -0400 |
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committer | Shmuale Mark <shm.mark@gmail.com> | 2014-06-26 14:16:49 -0400 |
commit | 0e1b8faa9d1878b449fac1ff185b63526249e8d8 (patch) | |
tree | 136613c7bbec95f103d4db910cd4865d050f8194 /crawl-ref/source/mon-abil.h | |
parent | 8d4f0ef980dcbef12f53137d11df3fe11ce316f2 (diff) | |
download | crawl-ref-0e1b8faa9d1878b449fac1ff185b63526249e8d8.tar.gz crawl-ref-0e1b8faa9d1878b449fac1ff185b63526249e8d8.zip |
Make living lost soul revival more like the undead one.
Turning the monster into a spectre is a really cool effect and causes
some useful things automatically, like making it evil, but has interface
problems (with showing the base monster type, not just the species) and
also monster-monster consistency ones (in general, spectral things can't
cast spells).
There are minor gameplay differences, mostly in that the new monster
will not have any of the resistances/vulnerabities of being undead,
but in general it should play similarly to how it already does.
Diffstat (limited to 'crawl-ref/source/mon-abil.h')
-rw-r--r-- | crawl-ref/source/mon-abil.h | 2 |
1 files changed, 0 insertions, 2 deletions
diff --git a/crawl-ref/source/mon-abil.h b/crawl-ref/source/mon-abil.h index e556c9e00a..5d859ed69f 100644 --- a/crawl-ref/source/mon-abil.h +++ b/crawl-ref/source/mon-abil.h @@ -39,9 +39,7 @@ void heal_flayed_effect(actor* act, bool quiet = false, bool blood_only = false) void end_flayed_effect(monster* ghost); bool lost_soul_revive(monster* mons); -bool lost_soul_spectralize(monster* mons); -int spawn_spirit_pack(const actor* target); void treant_release_fauna(monster* mons); bool apply_grasping_roots(monster* mons); void check_grasping_roots(actor* act, bool quiet = false); |