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authorShmuale Mark <shm.mark@gmail.com>2014-06-26 14:16:49 -0400
committerShmuale Mark <shm.mark@gmail.com>2014-06-26 14:16:49 -0400
commit0e1b8faa9d1878b449fac1ff185b63526249e8d8 (patch)
tree136613c7bbec95f103d4db910cd4865d050f8194 /crawl-ref/source/mon-flags.h
parent8d4f0ef980dcbef12f53137d11df3fe11ce316f2 (diff)
downloadcrawl-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.h2
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