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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-info.cc
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-info.cc')
-rw-r--r--crawl-ref/source/mon-info.cc5
1 files changed, 5 insertions, 0 deletions
diff --git a/crawl-ref/source/mon-info.cc b/crawl-ref/source/mon-info.cc
index edb7642450..b832669835 100644
--- a/crawl-ref/source/mon-info.cc
+++ b/crawl-ref/source/mon-info.cc
@@ -676,6 +676,9 @@ monster_info::monster_info(const monster* m, int milev)
if (m->submerged())
mb.set(MB_SUBMERGED);
+ if (testbits(m->flags, MF_SPECTRALISED))
+ mb.set(MB_SPECTRALISED);
+
if (mons_is_pghost(type))
{
ASSERT(m->ghost.get());
@@ -1601,6 +1604,8 @@ vector<string> monster_info::attributes() const
v.push_back("shrouded");
if (is(MB_CORROSION))
v.push_back("covered in acid");
+ if (is(MB_SPECTRALISED))
+ v.push_back("ghostly");
return v;
}