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authorShmuale Mark <shm.mark@gmail.com>2014-06-26 14:16:49 -0400
committerShmuale Mark <shm.mark@gmail.com>2014-06-26 14:16:49 -0400
commit0e1b8faa9d1878b449fac1ff185b63526249e8d8 (patch)
tree136613c7bbec95f103d4db910cd4865d050f8194 /crawl-ref/source/mon-abil.h
parent8d4f0ef980dcbef12f53137d11df3fe11ce316f2 (diff)
downloadcrawl-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.h2
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);