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authorDracoOmega <draco_omega@live.com>2013-04-11 20:10:00 -0230
committerDracoOmega <draco_omega@live.com>2013-05-26 18:58:24 -0230
commit74d61dde2545259cf7b2cc3cc197a17ec4bf5650 (patch)
tree0e3c907d760dfda69ea502b1376d8fc14eb5733f /crawl-ref/source/mon-enum.h
parentb4d1501b8e34a3b98005e7f73de9e843c3116a1c (diff)
downloadcrawl-ref-74d61dde2545259cf7b2cc3cc197a17ec4bf5650.tar.gz
crawl-ref-74d61dde2545259cf7b2cc3cc197a17ec4bf5650.zip
Give water elementals a drowning attack, adjust stats
Water elementals now have a chance to engulf any target they hit in melee with a mass of water, acting similarly to silence against targets that are neither unbreathing nor water-breathing, as well as inflicting moderate asphyxiation damage against these same types. The water can be freely withdrawn from, but creatures that are not natural swimmers will take 50% longer than normal to step away (similar to when they move through shallow water normally, though less variable). Killing the elemental also immediately ends the effect, and players get a one-turn immunity from being reengulfed after recovering or escaping. Also, increase water elemental AC and hp a little (their old AC in particular was oddly pathetic), but lower their melee damage somewhat. They should now have overall performance in a similar league to the more interesting elementals while having favorable matchups against differing types of targets, and hopefully offer an interesting support monster to be used in wider cirumstances.
Diffstat (limited to 'crawl-ref/source/mon-enum.h')
-rw-r--r--crawl-ref/source/mon-enum.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/mon-enum.h b/crawl-ref/source/mon-enum.h
index 7bc8d219f8..d4ae1be26a 100644
--- a/crawl-ref/source/mon-enum.h
+++ b/crawl-ref/source/mon-enum.h
@@ -106,6 +106,7 @@ enum attack_flavour
AF_ANTIMAGIC,
AF_PAIN,
AF_ENSNARE,
+ AF_DROWN,
};
// Non-spell "summoning" types to give to monster::mark_summoned(), or