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authorDracoOmega <draco_omega@live.com>2014-01-23 15:42:02 -0330
committerDracoOmega <draco_omega@live.com>2014-01-28 02:31:17 -0330
commitdd4bd0d329a67085d6c9b0faecbfb1fcf2957eec (patch)
tree9cc4f323c3c82ea47ce06c99f07aab7b53429eaf /crawl-ref/source/mon-info.cc
parent487b75a77a18d6c10fa492c9f06a046d0298509c (diff)
downloadcrawl-ref-dd4bd0d329a67085d6c9b0faecbfb1fcf2957eec.tar.gz
crawl-ref-dd4bd0d329a67085d6c9b0faecbfb1fcf2957eec.zip
Add a simple monster implementation of manticore barb damage
I'm not sure this is really necessary and cannot operate the same as the player's in any case, since monsters don't really know how to stand still. Thus theirs will wear off even when stationary (though moving accelerates the process as they take damage). It might just be simpler to make the monster bleed or something, instead of this extra code for an effect that will rarely happen or be meaningful (though manticores have already been suggested as a possible player summon several times, so....)
Diffstat (limited to 'crawl-ref/source/mon-info.cc')
-rw-r--r--crawl-ref/source/mon-info.cc4
1 files changed, 4 insertions, 0 deletions
diff --git a/crawl-ref/source/mon-info.cc b/crawl-ref/source/mon-info.cc
index 8710c523a0..82a975eb23 100644
--- a/crawl-ref/source/mon-info.cc
+++ b/crawl-ref/source/mon-info.cc
@@ -186,6 +186,8 @@ static monster_info_flags ench_to_mb(const monster& mons, enchant_type ench)
return MB_TORNADO;
case ENCH_TORNADO_COOLDOWN:
return MB_TORNADO_COOLDOWN;
+ case ENCH_BARBS:
+ return MB_BARBS;
default:
return NUM_MB_FLAGS;
}
@@ -1544,6 +1546,8 @@ vector<string> monster_info::attributes() const
v.push_back("surrounded by raging winds");
if (is(MB_TORNADO_COOLDOWN))
v.push_back("surrounded by restless winds");
+ if (is(MB_BARBS))
+ v.push_back("skewered by manticore barbs");
return v;
}