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authorDracoOmega <draco_omega@live.com>2014-02-12 20:08:27 -0330
committerDracoOmega <draco_omega@live.com>2014-02-12 20:45:01 -0330
commit255a0ad151b75e94056e5c465d882f28bb4eaf06 (patch)
treea11fbcc2cde41454654752413cb2aa6d69c967b7 /crawl-ref/source/spl-monench.cc
parentea613a1c1f2b3b92bbfe90066c16741454a1aa82 (diff)
downloadcrawl-ref-255a0ad151b75e94056e5c465d882f28bb4eaf06.tar.gz
crawl-ref-255a0ad151b75e94056e5c465d882f28bb4eaf06.zip
Allow slow to stack duration on monsters
I think it was a little odd that it did not, given that it not only stacks duration against the player, but other effects like confusion will stack duration against monsters just fine. Whereas trying to slow a monster that was already slowed simply did nothing (though could be resisted in a way that suggested that it WOULD do something if only it could pass their MR) Additionally, I think that the fact that it was impossible to extend the duration if even 1 aut of slow remained was detrimental to effects like Metabolic Englaciation, since the durations applied to monsters was highly variable and recasting it to slow one monster would have no effect at all on the other half-dozens monsters whose slow was just about to expire.
Diffstat (limited to 'crawl-ref/source/spl-monench.cc')
-rw-r--r--crawl-ref/source/spl-monench.cc3
1 files changed, 1 insertions, 2 deletions
diff --git a/crawl-ref/source/spl-monench.cc b/crawl-ref/source/spl-monench.cc
index 3f8d638257..bc661261da 100644
--- a/crawl-ref/source/spl-monench.cc
+++ b/crawl-ref/source/spl-monench.cc
@@ -102,8 +102,7 @@ bool do_slow_monster(monster* mon, const actor* agent, int dur)
if (mon->check_stasis(false))
return true;
- if (!mon->has_ench(ENCH_SLOW)
- && !mon->is_stationary()
+ if (!mon->is_stationary()
&& mon->add_ench(mon_enchant(ENCH_SLOW, 0, agent, dur)))
{
if (!mon->paralysed() && !mon->petrified()