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authorAdam Borowski <kilobyte@angband.pl>2013-01-28 10:16:30 +0100
committerAdam Borowski <kilobyte@angband.pl>2013-01-30 04:23:30 +0100
commitd2473b647cdb88db8252acb0879be372a28f7c91 (patch)
tree5b20608f7f3020b2b38d6bbcedb482057c11e8b8 /crawl-ref/source/mon-abil.h
parent9dcf061a30a99cc8c27f8ac1757fa18b76eaefcb (diff)
downloadcrawl-ref-d2473b647cdb88db8252acb0879be372a28f7c91.tar.gz
crawl-ref-d2473b647cdb88db8252acb0879be372a28f7c91.zip
Separate polymorph vs malmutate for monsters too.
Without actual monster mutations, this is not very interesting, yet at least avoids surprising results. One possibility is to reuse a bunch of existing effects, giving the monster that enchantment with infinite duration. Those could be: slow, sick (no regen), lowered mr, swift, dazed (lose 20% turns), mute (no shouting or casting), blind; they are far more drastic than most player muts as you wouldn't notice the effect otherwise.
Diffstat (limited to 'crawl-ref/source/mon-abil.h')
-rw-r--r--crawl-ref/source/mon-abil.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/mon-abil.h b/crawl-ref/source/mon-abil.h
index 8d1813cc43..848cbde773 100644
--- a/crawl-ref/source/mon-abil.h
+++ b/crawl-ref/source/mon-abil.h
@@ -15,7 +15,7 @@ void mon_nearby_ability(monster* mons);
void draconian_change_colour(monster* drac);
bool ugly_thing_mutate(monster* ugly, bool proximity = false);
-bool slime_creature_mutate(monster* slime);
+bool slime_creature_polymorph(monster* slime);
void ballisto_on_move(monster* mons, const coord_def & pos);
void activate_ballistomycetes(monster* mons, const coord_def & origin,