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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-info.cc | |
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-info.cc')
-rw-r--r-- | crawl-ref/source/mon-info.cc | 5 |
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; } |