changes, i.e. include genus/species, list constants rather than numbers etc. Also fix 1863437: "butchering knife" -> "butchering tool" 1861315: change Wayne's description from dwarf to wizard 1861873: ugly things are not intelligent
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3187 c06c8d41-db1a-0410-9941-cceddc491573
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- mass: if zero, the monster never leaves a corpse
- charclass: base monster "type" for a classed monsters
- holiness: holy - irritates some gods when killed, immunity from
holy wrath weapons
natural - baseline monster type
undead - immunity from draining, pain, torment; extra
damage from holy wrath/disruption; affected by
repel undead and holy word
demonic - similar to undead, but holy wrath does even
more damage and disruption and repel undead
effects are ignored -- *no* automatic hellfire
resistance
- mass: if zero, the monster never leaves a corpse (also corpse_thingy)
- genus: base monster "type" for a classed monsters (i.e. jackal as hound)
- species: corpse type of monster (i.e. orc for orc wizard)
- holiness:
MH_HOLY - irritates some gods when killed, immunity from
holy wrath weapons
MH_NATURAL - baseline monster type
MH_UNDEAD - immunity from draining, pain, torment; extra
damage from holy wrath/disruption; affected by
repel undead and holy word
MH_DEMONIC - similar to undead, but holy wrath does even more
damage and disruption and repel undead effects
are ignored -- *no* automatic hellfire resistance
MH_NONLIVING - golems and other constructs
MH_PLANT - plants
CE_NOCORPSE, leaves no corpse (mass == 0)
CE_CLEAN, can be healthily eaten by non-Ghoul characters
CE_CONTAMINATED, occasionally causes sickness
CE_POISONOUS, hazardous to characters without poison resistance
CE_HCL, causes rotting
CE_MUTAGEN_RANDOM, mutagenous
CE_MUTAGEN_GOOD, // may be worth implementing {dlb}
CE_MUTAGEN_BAD, // may be worth implementing {dlb}
CE_RANDOM, // not used, but may be worth implementing {dlb}
CE_ROTTEN always causes sickness (good for Ghouls)
- How smart it is. So far, differences here have little effects except
for monster's chance of seeing you if stealthy, and really stupid monsters
will walk through clouds
- How smart it is: I_PLANT < I_ANIMAL < I_NORMAL < I_HIGH.
So far, differences here have little effects except for monster's chance
of seeing you if stealthy and rudimentary trap handling;
really stupid monsters will walk through clouds
0 = uses nothing
1 = opens doors
2 = gets and can use its starting equipment
3 = can use weapons/armour
MONUSE_NOTHING,
MONUSE_EATS_ITEMS,
MONUSE_OPEN_DOORS,
MONUSE_STARTING_EQUIPMENT,
MONUSE_WEAPONS_ARMOUR,
MONUSE_MAGIC_ITEMS
size:
SIZE_TINY, // rat/bat
SIZE_LITTLE, // spriggan
SIZE_SMALL, // halfling/kobold/gnome
SIZE_MEDIUM, // human/elf/dwarf
SIZE_LARGE, // troll/ogre/centaur/naga
SIZE_BIG, // large quadrupeds
SIZE_GIANT, // giant
SIZE_HUGE, // dragon