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authorDracoOmega <draco_omega@live.com>2013-06-15 19:07:31 -0230
committerDracoOmega <draco_omega@live.com>2013-06-24 02:21:11 -0230
commit5a735e5e42641e5ebc4f8d4afee807ac5926b877 (patch)
treee28dfbce502804bb21f52590cac8fd4adfd56b85 /crawl-ref/source/mon-abil.h
parent4e5bd8880c3e5709d063750f6690df4346fcd343 (diff)
downloadcrawl-ref-5a735e5e42641e5ebc4f8d4afee807ac5926b877.tar.gz
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New water monster for Forest: Water Nymphs
In an effort to create more flavorful pond-dwellers for the branch than electric eels and goldfish come water nymphs (who will not try to steal anything from you, thank goodness). They are speed 10 (move 80%) amphibious, moderately fragile creatures with weak melee, but two tricks that interact with the water. Firstly, they have a waterstrike spell. This is a smite-targetted water attack, and notably stronger than airstrike, though with the important caveat that it can only be used if the target is in/above water at the time. Secondly, to give them opportunity to use this (since who would voluntarily enter the water against such a monster?), they have a touch attack that can instantly transport both themselves and the touched creature back to the water. If the nymph has a patrol point (as I intend normally generated ones to have, at their own water source) they will try to teleport to that body of water specifically, though any nymphs that lack one will attempt to use whatever body of water is closest.
Diffstat (limited to 'crawl-ref/source/mon-abil.h')
-rw-r--r--crawl-ref/source/mon-abil.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/mon-abil.h b/crawl-ref/source/mon-abil.h
index 2e75798a1b..edf56a4062 100644
--- a/crawl-ref/source/mon-abil.h
+++ b/crawl-ref/source/mon-abil.h
@@ -41,5 +41,6 @@ bool lost_soul_revive(monster* mons);
bool lost_soul_spectralize(monster* mons);
int spawn_spirit_pack(const actor* target);
+void waterport_touch(monster* nymph, actor* target);
#endif