Difference between revisions of "Attack type"

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m (Update to 0.22. There is nothing on this list outdated, but it should be expanded to list all attack types.)
(+AF_SPORE)
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* AT_RANDOM ([[:Category:Random type|monster list]]) randomly transformed into AT_HIT or AT_GORE.
 
* AT_RANDOM ([[:Category:Random type|monster list]]) randomly transformed into AT_HIT or AT_GORE.
 
* AT_REACH_STING ([[:Category:Reach sting type|monster list]]) has [[reaching]].
 
* AT_REACH_STING ([[:Category:Reach sting type|monster list]]) has [[reaching]].
 +
* AT_SPORE ([[:Category:Spore type|monster list]]) allows [[unbreathing]] creatures  to resist certain [[attack flavour]]s (AF_CONFUSE and AF_SLEEP).
  
 
[[Category:Attack types]]
 
[[Category:Attack types]]

Revision as of 04:52, 25 August 2023

Version 0.22: This article may not be up to date for the latest stable release of Crawl.

Attack type determines what special properties a melee attack has. Most monster attack types have no special properties, aside from what text is used when the attack is made.

Different attacks can generate different levels of noise—for instance, "tail-slaps" generate twice as much noise as "stings". However, the amount of damage done by the attack is a larger factor and no melee attack is ever louder than a shout.

Player attack types (specifically, unarmed attacks) have more in-game effect than equivalent monster attacks—for instance, the "horns" mutation will increase the damage of a player's headbutt.

Special effects