Commit Graph

9 Commits (master)

Author SHA1 Message Date
meflin2 74a92689cd monster rebalance - rebase AC
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@14770 282e977c-c81d-0410-88c4-b93c2d0d6712
2011-07-02 17:27:20 +00:00
ryo_saeba 2ddad229b3 Remove duplicated attributes.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@12302 282e977c-c81d-0410-88c4-b93c2d0d6712
2009-12-06 18:01:05 +00:00
ryo_saeba 26f4c2232c Extract animation and face information.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@10357 282e977c-c81d-0410-88c4-b93c2d0d6712
2008-11-10 10:02:55 +00:00
ryo_saeba 396417b0a2 Remove obsolete field.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@6557 282e977c-c81d-0410-88c4-b93c2d0d6712
2007-06-13 19:01:22 +00:00
ryo_saeba e24a83fc17 Remove obsolete armour field.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@6258 282e977c-c81d-0410-88c4-b93c2d0d6712
2007-05-13 13:55:23 +00:00
akirschbaum 78278bfb4d Add explicit 'move_type walk' to all monsters.
git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/arch/trunk@5863 282e977c-c81d-0410-88c4-b93c2d0d6712
2007-03-24 14:07:48 +00:00
temitchell ef3ddab3d7 - merge giant worm images - actually make two new frames to animate
each direction


git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@2538 282e977c-c81d-0410-88c4-b93c2d0d6712
2004-01-26 05:37:25 +00:00
avogl 4b0c1274a2 Added blinding resistances to many monsters.
I have tried my best to distribute these blinding
resistances not at random, but in reasonable
and consistent ways:

Dragons and demons are now mostly immune to blinding.
IMO they have such omnipotent senses that merely
blinding their eyes doesn't help. Lesser forms of
these creatures don't have full immunity though.

The undead are well resistant to blinding as they
don't have biological eyes, which makes it harder to blind them.
Only few of them are totally immune however.

Angels are also well resistant to blinding. Being
minions of Valriel they have experience with blinding
"techniques" and thus know how to protect against it.

Also immune to blinding are creatures which just don't
have any eyes. E.g. giant worms, slimes and crawling chaos.

All humaniod monsters, including the orcish and trollish
races, remain without blinding resistance.
Most low-level monsters generally have either low or no
blinding resistance (as long as they have eyes).

Extremely vulnerable to blinding are one-eyed creatures:
Cyclopses, dreads and beholders.

[Sidenote: I have reduced cyclops experience from 400000
to 250000 which I think is still more than enough.]

--AndreasV


git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@1702 282e977c-c81d-0410-88c4-b93c2d0d6712
2002-09-07 13:36:49 +00:00
avogl 066d14fdf1 New monster added: "Giant Worm"
Basically it could be considered a kind of "acid dragon".
It's attacktypes are physical, poison, acid and slow, it
uses the vitriol-spell as primary attack too.
This beast is quite tough to fight without high acid protection.
Especially in groups "Giant Worms" are a deadly force.


git-svn-id: svn+ssh://svn.code.sf.net/p/crossfire/code/trunk/arch@571 282e977c-c81d-0410-88c4-b93c2d0d6712
2000-12-10 01:20:49 +00:00