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* New monster: giant leech (Eronarn).Jude Brown2009-12-021-0/+13
| | | | | | | | | 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 Brown2009-12-021-2/+2
| | | | | | 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.
* Give Harold and Executioners their own spell books.Jude Brown2009-11-261-2/+2
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* Tweak sixfirhy description, as it doesn't actually wield anything.David Lawrence Ramsey2009-11-251-1/+1
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* Promote beasts from '4' to '2'.Adam Borowski2009-11-261-13/+13
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* Un-underpopulate '4's by adding sixfirhy: elec theme, unorthodox timings.Adam Borowski2009-11-261-0/+13
| | | | | | | | | | | | | | | 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.
* Make Khufu immune to silence (dpeg).Jude Brown2009-11-241-1/+1
| | | | Also fix some erroneous whitespace in the syntax file.
* Make (very) ugly things' corpses retain their original color again.David Lawrence Ramsey2009-11-211-2/+2
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* Remove M_NO_SKELETON from monsters with corpse types but zero weights.David Lawrence Ramsey2009-11-211-18/+18
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* Give golden eyes poisonous corpses, for consistency with other eyes.David Lawrence Ramsey2009-11-211-2/+2
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* Add consistency fixes for monsters without skeletons.David Lawrence Ramsey2009-11-211-4/+4
| | | | | | Specifically, ensure that all such monsters with corpse types get the M_NO_SKELETON flag, while others don't (as it's redundant). Make sure all monsters with corpse types get M_NO_SKELETON
* Make Pikel's slaves actually slaves (new monster).Jude Brown2009-11-161-2/+14
| | | | | Identical stats to a normal human, but start with an animal skin and a different description. They should probably spawn with a weapon too.
* Make Kirke lightgreen.Vsevolod Kozlov2009-11-141-1/+1
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* Remove Michael. (dpeg, pointless)Jude Brown2009-11-141-12/+0
| | | | With 30 kills to 5696 deaths, Michael just isn't unique enough.
* Quadruple Pikel's XP modifier to compensateStefan O'Rear2009-11-131-1/+2
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* Merge spore experiments branch.Charles Otto2009-11-131-1/+1
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| * Change ballistomycete spore spawning mechanicsCharles Otto2009-11-111-1/+1
| | | | | | | | | | | | | | | | | | | | Make spore production use a timer instead of a chance per turn. Give ballistomycetes 2 basic states, for now differentiated by glyph color. They start out magenta and have a slow spawn rate (1 per ~1500 turns), when a ballisto dies any others on the level become active, changing color to light red and spawning spores quickly (1 per ~150 turns)
* | Give Gastronok elephant slug stats, instead of giant slug stats.Jude Brown2009-11-121-5/+5
| | | | | | | | Adjust his placement to be more weighted towards Lair.
* | Rename monspeak/monplace/monstuff to mon-speak/place/stuff.Jude Brown2009-11-121-1/+1
| | | | | | | | | | I'm pretty sure I've managed to replace every instance of a reference to these files, so I hopefully haven't missed anything.
* | Bug 2895857: make Oklobs acid resistantMatthew Cline2009-11-111-1/+1
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* Make Crazy Yiuf an actual unique, combining aspects of the Mad Roy FR.Jude Brown2009-11-101-0/+12
| | | | | | | 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!
* Adjust hell knights again.David Lawrence Ramsey2009-11-091-1/+1
| | | | | | | | | | | They only get hellfire resistance now (with the fire resistance that implies), and their spellbooks have been tweaked so that both contain evil spells: the first has Throw Flame added as a complement to the second's Bolt of Fire, and the second has Pain added as a complement to the first's Pain. Accordingly, the check for natural monsters' resisting hellfire has been removed from monsters::is_evil().
* Fix a few more ghost_demon struct issues with dancing weapons.David Lawrence Ramsey2009-11-081-1/+1
| | | | | | Remove unneeded reset() in the initialization function, and set resistances properly to avoid crashes when e.g. checking poison resistance when trying to place them in poison clouds.
* Reformat entries in mon-data.h to be a bit more readable, and not to useDavid Lawrence Ramsey2009-11-081-816/+1205
| | | | overly long lines.
* Give Blork the orc speed 10, for consistency with other orcs.David Lawrence Ramsey2009-11-081-1/+1
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* Give Saint Roka high intelligence.David Lawrence Ramsey2009-11-081-1/+1
| | | | He's supposed to be better than orc high priests, which have it.
* Sort the non-human uniques in mon-data.h by symbol again.David Lawrence Ramsey2009-11-081-89/+89
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* Move blink frogs into their own genus, in order to make checks for bothDavid Lawrence Ramsey2009-11-081-1/+1
| | | | | | blink frogs and Prince Ribbit in blink frog form consistent (i.e., so if Prince Ribbit is polymorphed into another form, he'll no longer erroneously act like a blink frog in some cases).
* Give quasits normal intelligence; no other demon has less than that.David Lawrence Ramsey2009-11-081-1/+1
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* Make iron trolls shout instead of roar.David Lawrence Ramsey2009-11-081-1/+1
| | | | This is consistent with all other trolls.
* Give kobold demonologists and Erolcha high intelligence.David Lawrence Ramsey2009-11-081-2/+2
| | | | This is consistent with other ogre magi and other demonologists.
* New unique: Pikel, the big kobold slaver.Jude Brown2009-11-081-0/+11
| | | | | | | | | | | | 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.
* Change hard-coded _give_wand exceptions to class flags.Jude Brown2009-11-081-1/+1
| | | | | | | New class flags: M_NO_WAND. Do not give this unique a wand. Currently applied to Gastronok, removing the hard-coded exception. M_NO_HT_WAND: don't give a high-tier wand to this monster, even if their HD is 5 or higher.
* New unique: Aizul, disgraced guardian naga turned naga warrior.Jude Brown2009-11-071-0/+12
| | | | | | | | | | | | | | 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 ogre-mage, for consistency with other mage types.David Lawrence Ramsey2009-11-061-1/+1
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* Give Dissolution "Summon Eyeballs" spell (dpeg).Jude Brown2009-11-061-2/+2
| | | | | Though do not actually give him the actual_spells flag. Instead, treat the slimes as gifts from Jiyva. Flavour messages could use a tweak.
* Tweak hell knights' resistances so that they resist hellfire, and markDavid Lawrence Ramsey2009-11-051-1/+1
| | | | | | | | | | natural monsters with hellfire resistance as evil (since they likely got it through evil pacts or the like, as opposed to things like fire elementals, which are just made of fire). This ensures that all hell knights are evil, even if they get the spellbook with only Bolt of Fire and Blink, without marking Harold as evil for getting that same spellbook.
* Make deep elf high priests resist hellfire, as they cast it, and orcDavid Lawrence Ramsey2009-11-051-1/+1
| | | | high priests resist it too.
* Rename the hellion spell list from MST_BURNING_DEVIL to MST_HELLION.David Lawrence Ramsey2009-11-051-1/+1
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* Remove the rest of the M_EVIL references.David Lawrence Ramsey2009-11-051-10/+7
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* Remove the M_EVIL flag from orc wizards.David Lawrence Ramsey2009-11-051-1/+1
| | | | | Also, properly anger monsters that start off non-evil, but level up into evil monsters.
* Un-hyphenate "hell-hog", for consistency with other hell beings.David Lawrence Ramsey2009-11-051-1/+1
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* Remove the M_EVIL flag from necromancers, as all of the spellbooks theyDavid Lawrence Ramsey2009-11-051-1/+1
| | | | can randomly get contain evil spells.
* Remove unneeded comment.David Lawrence Ramsey2009-11-051-1/+0
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* In is_evil(), mark monsters with evil attack flavors.David Lawrence Ramsey2009-11-051-1/+1
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* Clean up flight status checks for monsters.David Lawrence Ramsey2009-11-051-489/+484
| | | | | In mon-data.h, remove the M_FLIES and M_LEVITATE flags, and instead use a flight_type variable indicating flight status.
* In is_evil(), mark monsters with explicitly evil spells.David Lawrence Ramsey2009-11-051-32/+24
| | | | Unify checks for monsters with chaotic spells, and do the same for them.
* In is_evil(), mark player followers and monster priests of evil gods.David Lawrence Ramsey2009-11-051-8/+6
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* Mark golden eyes as glowing, since it seems to fit their description.David Lawrence Ramsey2009-11-051-1/+1
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* Create an is_evil() function in the actor interface.David Lawrence Ramsey2009-11-051-110/+103
| | | | Currently, only unholy monsters are marked as evil this way.