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authorDracoOmega <draco_omega@live.com>2013-06-14 19:00:39 -0230
committerDracoOmega <draco_omega@live.com>2013-06-24 02:21:08 -0230
commit2f115a6965eb2ae8d15f05cfb1972065d2625bbe (patch)
tree45f77323f8573cd331b2fc943be1b5c5db02f5eb /crawl-ref/source/mon-abil.h
parentc2ce03562a4800d35638d939ff305da51172c278 (diff)
downloadcrawl-ref-2f115a6965eb2ae8d15f05cfb1972065d2625bbe.tar.gz
crawl-ref-2f115a6965eb2ae8d15f05cfb1972065d2625bbe.zip
New monster: Spirit Wolves
These are a stronger wolf monster for Forest, with a few quirks. Ocassionally non-summoned wolves can howl for their pack, which causes summoned spirit wolves to appear continously at intervals from outside the player's LoS and track towards them, until the effect ends. They have a very small chance of using this each turn, rising considerably while at low health, encouraging players to kill them quickly lest they be forced to deal with the rest of their pack. Additionally, the wolves' partially spiritual nature gives them immunity to poison and negative energy, though they otherwise count as living creatures. As usual, I suspect the duration/frequency/number of summons will need further adjustment once it has been seen in real games. It is a bit tricky to preserve the feeling of a pack slowly converging upon you without making the duration long enough to be obnoxious or making the moment-to-moment density high enough to be overwhelming.
Diffstat (limited to 'crawl-ref/source/mon-abil.h')
-rw-r--r--crawl-ref/source/mon-abil.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/crawl-ref/source/mon-abil.h b/crawl-ref/source/mon-abil.h
index 25a0b5aa3b..2e75798a1b 100644
--- a/crawl-ref/source/mon-abil.h
+++ b/crawl-ref/source/mon-abil.h
@@ -40,4 +40,6 @@ 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);
+
#endif