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path: root/crawl-ref/source/dat/descript/monsters.txt
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* Make Wayne a dwarf once again.Adam Borowski2010-01-151-1/+1
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* Anacondas are not pythons.Adam Borowski2010-01-081-1/+1
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* Unwrap monster descriptions (Zaba).Darshan Shaligram2010-01-081-4/+2
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* Add snapping turtles, alligator snapping turtles and sea snakes to the ↵Darshan Shaligram2010-01-081-1/+15
| | | | | | Shoals, remove yaktaurs, centaurs and stone giants. Snapping turtles get reaching attacks. Sea snakes get strong venom.
* Describe red wasp attack (dpeg)Stefan O'Rear2010-01-021-1/+1
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* Add merfolk javelineers to the Shoals, add descriptions for the three new ↵Darshan Shaligram2009-12-291-1/+13
| | | | merfolk types.
* New (rakshasa) unique: Mara, Lord of Ilusions.Jude Brown2009-12-241-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | This re-uses several ideas from the Emerald Eye FR, and implements the spell "Mislead": this grants the "Misled" status effect to the player, and causes on-level monsters to appear (glyph, name and tile) to be other monsters. Only their appearance is changed. Healing potions and rain remove this status effect. Mara also has a beefed-up version of the Rakshasa clone spell: it instead creates an "exact" clone (slightly altered spells list, and non-unique status for his clones). Only two will ever be created at once. Finally, he has the spell "Summon Player Ghost". This spell creates a ghost of the player (though marked as a summon, meaning that it (shouldn't) register a milestone, though it will be treated as a self-ghost kill) that is hostile. Only one of these should be existant at any one point in time. I'm pretty sure that I haven't broken anything, but would definitely appreciate someone sanity-checking this commit. Known minor issue: Kirke's summon ugly things being cast while having the Misled status causes them to show up with no glyph.
* Rename guardian nagas to guardian serpents.Adam Borowski2009-12-111-4/+2
| | | | The tile is left untouched for now.
* Pre-emptively adjust Aizul. (dpeg)Jude Brown2009-12-101-1/+1
| | | | | In preparation for the guardian naga -> guardian serpent change. A compromise of sorts.
* New monster: giant leech (Eronarn).Jude Brown2009-12-021-0/+4
| | | | | | | | | A blood-sucking amphibious 'w'-glyph. It also submerges, much like swamp worms, but will follow you onto dry land. It has a tile, but after a quick play through of Swamp and using wizard mode to create some, it's quite difficult to see. Hopefully someone can improve the tile for me!
* Rename "firedrake" to "fire drake".Jude Brown2009-12-021-1/+1
| | | | | | This brings it in line with all the other "drake" monsters: "swamp drake", "death drake", etc. I don't believe this change is contentious, and I hopefully haven't broken tiles build.
* Tweak sixfirhy description, as it doesn't actually wield anything.David Lawrence Ramsey2009-11-251-1/+1
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* Un-underpopulate '4's by adding sixfirhy: elec theme, unorthodox timings.Adam Borowski2009-11-261-0/+4
| | | | | | | | | | | | | | | Sixfirhies move in bursts: speed 30, but act only on 4 turns out of 12. They also get a bonus to moving compared to other actions (move cost 60%). Damage brand is AF_ELEC -- it's unproportionately dangerous, so the numbers only look small. Also, electricity heals them! It won't bring the back from over the edge if physical part of damage got them to 0 hp or less, in this case, they'll explode instead. Keeping with the long tradition of Crawl's demon names, the credit for this one goes to timecircuits' cat.
* Add an attempt at a ballistomycete description.David Lawrence Ramsey2009-11-161-0/+4
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* A few typos.Adam Borowski2009-11-161-1/+1
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* Make Pikel's slaves actually slaves (new monster).Jude Brown2009-11-161-0/+4
| | | | | Identical stats to a normal human, but start with an animal skin and a different description. They should probably spawn with a weapon too.
* Remove Michael. (dpeg, pointless)Jude Brown2009-11-141-4/+0
| | | | With 30 kills to 5696 deaths, Michael just isn't unique enough.
* Move more monster description code to text file.Matthew Cline2009-11-131-1/+26
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* Move some monster descrption code to text fileMatthew Cline2009-11-131-1/+17
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* Correct Crazy Yiuf's description; he's a gnoll, not a goblin.David Lawrence Ramsey2009-11-121-1/+1
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* New Norris description and speech. (dpeg, ##crawl-dev)Eino Keskitalo2009-11-101-1/+1
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Make Crazy Yiuf an actual unique, combining aspects of the Mad Roy FR.Jude Brown2009-11-101-0/+4
| | | | | | | Yiuf still only appears in his cottage (generated from D:2-7), still generates with a quarterstaff of chaos and a cloak, but is now randomly coloured at the start of the game, and has randomised speech. You leg down broken song!
* New unique: Pikel, the big kobold slaver.Jude Brown2009-11-081-0/+4
| | | | | | | | | | | | Appears from D:4 through D:9, and comes with a band of human slaves. They will turn neutral (and be pacified, granting 1/2 EXP) if you destroy Pikel before destroying them. Pikel generates with a whip (either flaming or pain), and a black robe. The "pikel_band_neutralise()" function is quite hacky and assumes that all MONS_HUMANS with MF_BAND_MEMBER are part of Pikel's band. This should be changed as soon as there is a better way of tracking who is in what band.
* New unique: Aizul, disgraced guardian naga turned naga warrior.Jude Brown2009-11-071-0/+4
| | | | | | | | | | | | | | Casts Venom Bolt, Blink Other, Ensorcelled Hibernation, Slow and heals himself. Comes with a ruby-red naga barding, a shield, and a chance of a very nice weapon. Can appear on Snake:4 and Snake:5, and also on similar dungeon levels to Margery and co. Backstory: the guardian of a horde of treasure who fell asleep on the job. Thieves raided the place, and he was disgraced and kicked out. Turned to the role of a warrior, seeking redemption through battle. Currently, there's something weird with the debug build at 'xv' for monster description not displaying the right information all the time.
* Un-hyphenate "hell-hog", for consistency with other hell beings.David Lawrence Ramsey2009-11-051-2/+2
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* New monsters: golden eyes.Jude Brown2009-11-051-0/+4
| | | | | | | Small, blinking, and fast, these eyes come in packs and are found natively in Slime (though somewhat rarely). Their confusion ability does check MR before passing, however, and can be completely avoided by having Clarity.
* Add punctuation fixes.David Lawrence Ramsey2009-11-031-1/+1
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* Make Chain Lightning a monster spell, add an user of it (Nikola).Adam Borowski2009-11-031-0/+4
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* Rename giant brown frog to giant toad (Eronarn). Tiles build not tested.Eino Keskitalo2009-10-151-3/+3
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Let missiles go past bushes.Adam Borowski2009-10-121-1/+1
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* Bushes -- tree-like monsters than can be destroyed with any means of damage,Adam Borowski2009-10-121-0/+4
| | | | and are much easier to set on fire than trees.
* Khufu, the mummy emperor. Uses Tomb of Doroklohe as an escape spell.Adam Borowski2009-10-061-0/+4
| | | | | | | | | He will blink and teleport away any allies, and resort to blinking himself only if there's something else blocking the tomb. The tomb is dropped when he emerges from it, as teleporting out could leave the player stranded and having unlimited means of digging shouldn't be mandatory.
* Since miasma is no longer tied to negative energy, death drakesDavid Lawrence Ramsey2009-09-291-1/+1
| | | | shouldn't be evil.
* Revert harpies' getting "peck" attacks, as they don't actually haveDavid Lawrence Ramsey2009-09-241-1/+1
| | | | beaks.
* For flavor, add "peck" and "headbutt" attack types. The former is nowDavid Lawrence Ramsey2009-09-241-1/+1
| | | | | | | used by some birdlike monsters as an alternative to "claw". The latter is currently used only by chaos spawns and (very) ugly things, although it could be useful if non-draconian monks are added. Also, rename AT_BUTT to AT_GORE, as it's described as "gore" anyway.
* Implement another new unique, this time of my own coding: Maurice the thief.j-p-e-g2009-09-221-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Equipment: a cloak, a dagger or short sword, and some gold. Spells : Blink, Invisibility, Teleport Self Most importantly, in melee combat Maurice will try to steal items from the player. Due to technical limitations he can only steal item types monsters can carry and only if said item slot is still free. All applicable items get weighted by item value, and if nothing is applicable he will steal some gold instead. If even that isn't possible, he'll complain a bit and teleport away. Maurice is placed in the same depth as Gastronok. He's not actually hard (except for the occasional weapon brand or wand), but rather annoying. :p Stealing from monsters hasn't been implemented, and I don't think it's as interesting. Maurice is currently prevented from stealing items the player has equipped, though I'm considering allowing him to steal a wielded weapon, at least. The limitations of monsters' inventories means that Maurice will never attempt to steal armour (slot already filled) or jewellery (missing slot). Maybe we could try to force valuable items into inappropriate but rarely used slots, e.g. MSLOT_MISC. Other than in the FR (see 2838375) Maurice does not disappear from the level, so you can still hunt him down. He also doesn't get a crossbow or blowgun yet, though that's an interesting idea. However, handing out a secondary weapon would mean that he couldn't steal weapons either. Doesn't have a tile yet, and I have no image of him in my head either. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10776 c06c8d41-db1a-0410-9941-cceddc491573
* Add new unique Gastronok (slug wizard), via a patch by bookofjude and some j-p-e-g2009-09-221-1/+5
| | | | | | | | tweaks to make his speech and casting work correctly. Turns up around the same time as Erolcha and Grum. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10774 c06c8d41-db1a-0410-9941-cceddc491573
* Tweak (very) ugly things' flavor text again.dolorous2009-09-201-2/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10763 c06c8d41-db1a-0410-9941-cceddc491573
* Implement part of [2837033]: Randomize colors, resistances, and attack dolorous2009-09-181-2/+2
| | | | | | | | types/flavors for ugly things. They now use the ghost_demon struct, expanded to account for these characteristics. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10709 c06c8d41-db1a-0410-9941-cceddc491573
* Add the most recent version of Adam's kraken patch into trunk.j-p-e-g2009-09-171-0/+9
| | | | | | | | | Might still need some tweaks but overall looks great! And... we need more tiles (kraken head + tentacles). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10691 c06c8d41-db1a-0410-9941-cceddc491573
* Applying patch #2842856 by ?:evktalo2009-09-051-9/+9
| | | | | | | | * Much better descriptions for several uniques (including removal of "evil" if not really evil) * Jessica gets Pain instead of Magic Dart (so she's actually evil now, in the Crawl sense of the word) - might make her more dangerous * More diverse eating habits for Prince Ribbit git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10622 c06c8d41-db1a-0410-9941-cceddc491573
* Apply patch #2838024 by bookofjude: new Elven twins uniques, Duvessa and ↵evktalo2009-08-191-0/+8
| | | | | | Dowan. I'll do the tiles later. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10578 c06c8d41-db1a-0410-9941-cceddc491573
* Add a new unique mummy, Menkaure, and three new ossuaries. All courtesy of due.evktalo2009-08-111-0/+4
| | | | | | Also added a tile for Menkaure, and made him generate in the dungeon. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10515 c06c8d41-db1a-0410-9941-cceddc491573
* Add a new low-level unique: Purgy, the meek troll. Used in a Sewer vault.evktalo2009-07-091-0/+4
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10127 c06c8d41-db1a-0410-9941-cceddc491573
* Apply caotto's neat patch to make toadstools grow on or around corpses.j-p-e-g2009-06-291-0/+4
| | | | | | | | Obviously, this might affect food balance and Necromancy. Tweaks may be necessary, but overall this looks good. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10077 c06c8d41-db1a-0410-9941-cceddc491573
* Add new unique gnoll Grum, courtesy of Eino's patch. Thanks!j-p-e-g2009-06-281-0/+4
| | | | | | | Also added a preliminary tile. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10070 c06c8d41-db1a-0410-9941-cceddc491573
* Applying Eino's patches renaming snakes and eels.j-p-e-g2009-06-281-7/+7
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10069 c06c8d41-db1a-0410-9941-cceddc491573
* Apply patch by Adam Borowski, introducing new unique enchantress Kirke.j-p-e-g2009-06-271-0/+4
| | | | | | | | | | | This includes a new transformation TRAN_PIG that the player can not end at will but rather will have to time out. Pigs (or rather hogs) are fast but cannot use any equipment except amulets, or cast spells. If the transformation would cause death by stat loss (due to equipment loss) the player is paralysed instead. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10061 c06c8d41-db1a-0410-9941-cceddc491573
* * More steps on the path to reintroducing player doll customization.j-p-e-g2009-06-171-6/+1
| | | | | | | Also apply my two previous commits to trunk. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9995 c06c8d41-db1a-0410-9941-cceddc491573
* Apply my previous commits to trunk: fewer uses of m_dirty, and aj-p-e-g2009-06-161-12/+1
| | | | | | | description for Sigmund. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9990 c06c8d41-db1a-0410-9941-cceddc491573