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author | Shmuale Mark <shm.mark@gmail.com> | 2014-06-26 14:16:49 -0400 |
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committer | Shmuale Mark <shm.mark@gmail.com> | 2014-06-26 14:16:49 -0400 |
commit | 0e1b8faa9d1878b449fac1ff185b63526249e8d8 (patch) | |
tree | 136613c7bbec95f103d4db910cd4865d050f8194 /crawl-ref/source/mon-flags.h | |
parent | 8d4f0ef980dcbef12f53137d11df3fe11ce316f2 (diff) | |
download | crawl-ref-0e1b8faa9d1878b449fac1ff185b63526249e8d8.tar.gz crawl-ref-0e1b8faa9d1878b449fac1ff185b63526249e8d8.zip |
Make living lost soul revival more like the undead one.
Turning the monster into a spectre is a really cool effect and causes
some useful things automatically, like making it evil, but has interface
problems (with showing the base monster type, not just the species) and
also monster-monster consistency ones (in general, spectral things can't
cast spells).
There are minor gameplay differences, mostly in that the new monster
will not have any of the resistances/vulnerabities of being undead,
but in general it should play similarly to how it already does.
Diffstat (limited to 'crawl-ref/source/mon-flags.h')
-rw-r--r-- | crawl-ref/source/mon-flags.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/mon-flags.h b/crawl-ref/source/mon-flags.h index c62d8d4d40..9b040e6068 100644 --- a/crawl-ref/source/mon-flags.h +++ b/crawl-ref/source/mon-flags.h @@ -231,7 +231,7 @@ const uint64_t MF_NAME_DESCRIPTOR = BIT(27); // mname should be treated with const uint64_t MF_NAME_DEFINITE = BIT(28); // give this monster the definite "the" // article, instead of the indefinite "a" // article. -//////////////////////////////////// = BIT(29); +const uint64_t MF_SPECTRALISED = BIT(29); // living monster revived by a lost soul const uint64_t MF_DEMONIC_GUARDIAN = BIT(30); // is a demonic_guardian const uint64_t MF_NAME_SPECIES = BIT(31); // mname should be used for corpses as well, const uint64_t MF_NAME_ZOMBIE = BIT(32); // mname replaces zombies/skeletons, use |