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author | Adam Borowski <kilobyte@angband.pl> | 2013-01-28 10:16:30 +0100 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2013-01-30 04:23:30 +0100 |
commit | d2473b647cdb88db8252acb0879be372a28f7c91 (patch) | |
tree | 5b20608f7f3020b2b38d6bbcedb482057c11e8b8 /crawl-ref/source/mon-abil.h | |
parent | 9dcf061a30a99cc8c27f8ac1757fa18b76eaefcb (diff) | |
download | crawl-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.h | 2 |
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, |