Difference between revisions of "Disposition"

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Monsters in Crawl have one of four '''dispositions''' towards the player: ''hostile'', ''neutral'', ''peaceful'', or ''allied.''  A brief description of each follows:
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Monsters in Crawl have one of four '''dispositions''', or '''attitudes''', towards the player:
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*hostile (<code>ATT_HOSTILE</code> in the [[source code]]),
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*neutral (<code>ATT_NEUTRAL</code>),
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*peaceful (<code>ATT_GOOD_NEUTRAL</code>),
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*allied (<code>ATT_FRIENDLY</code>).
  
 
==Hostile==
 
==Hostile==
Hostile monsters will actively pursue the player and try to kill him/her, be it through spells, abilities, melee, ranged weapons, or other means.  Individual monsters may have particular ways of behaving that override parts of this, but the general pattern remains the same: hostile monsters are trying to kill you.  Even monsters with no means of attacking the player are considered hostile - one can see this by worshiping [[Elyvilon]], who forbids attacking non-hostile monsters. Hostile monsters will not generally attack each other, although monsters will destroy plants in an attempt to reach the player, and some monsters are rather indiscriminate with multiple-target spells.
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Hostile monsters will actively pursue and try to kill the player, be it through spells, abilities, melee, ranged weapons, or whatever means they have coded. Hostile monsters will not generally attack each other, although monsters will destroy plants in an attempt to reach the player, and some monsters are rather indiscriminate with multiple-target spells.
  
By default, every monster in the game is hostile.  There are a few vaults that contain monsters of other dispositions, such as some Elyvilon altar vaults.  Additionally, the player has a number of divine and magical means available to make hostile monsters neutral, peaceful, or allied.
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By default, every monster in the game is hostile, though a few means can change this. Even monsters with no means of harming the player, like [[plant]]s, are considered "hostile".  
  
 
==Neutral==
 
==Neutral==
Neutral or indifferent monsters are those with no particular desire to kill the player. They will not pursue, and will not use ranged attacks.  However, they will still attack in melee anything that gets in their way: the player, other monsters, plants, etc. Attempting to move onto a neutral monster's square will attack it, possibly [[stab|stabbing]] it and definitely turning it hostile.  The game will not ask you for confirmation before doing this, unless attacking non-hostile monsters is forbidden by your god.
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Neutral (indifferent) monsters are those with no particular desire to kill the player. They will not pursue, and will not use ranged attacks.  However, they will still attack in melee anything that gets in their way: the player, other monsters, plants, etc. You must use a dedicated attack command ('''Ctrl-direction''' or '''v''') in order to attack these monsters, potentially getting a [[stab]] off and definitely making them hostile.  
  
Neutral monsters are most commonly seen by Elyvilon worshipers.  A neutral monster is the result of pacification; said neutral monsters will attempt to find the nearest staircase and leave the level, so there is no risk of neutral monsters accumulating from overzealous pacification. Monsters produced by [[Lugonu]]'s Corruption ability will also be neutral (and easily provoked, since Lugonu doesn't care about you attacking them).  In addition, there are a few vaults that contain neutral monsters, although these are quite rare.
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Monsters pacified by [[Elyvilon]] are neutral, attempting to find the nearest staircase and leave the level. Monsters produced by [[Lugonu]]'s Corruption ability will also be neutral, and there are a few pregenerated [[vault]]s that contain neutral monsters (though are quite rare).
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===Frenzied===
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Frenzied is the result of the [[frenzy]] status. Frenzied monsters will actively attack the closest thing in sight, whether friend or foe.
  
 
==Peaceful==
 
==Peaceful==
Peaceful monsters are friendly toward the player, but are not allies. They will not attack the player, and attempting to move onto their square simply displaces them. One can still force-attack them or hit them with ranged attacks, although the game will ask for confirmation.  Peaceful monsters will roam around, attempting to kill hostile monsters, using all their abilities in doing so. They cannot be given commands to attack a specific monster, and will not follow the player.
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Peaceful monsters are friendly toward the player, but are not allies. They will not attack the player, and attempting to move onto their square simply displaces them. They will roam around, attempting to kill hostile monsters, using all their abilities in doing so. They cannot be given commands to attack a specific monster, and will not follow the player.
  
Peaceful monsters are found in a number of ways. Some are generated in vaults, such as the aforementioned Elyvilon vaults.  Upon killing [[Pikel]] or [[Kirke]], their companions will turn peaceful. Lastly, worshipers of the good gods will find that if their [[piety]] is high enough, holy beings will turn peaceful on sight.
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Peaceful is a fairly rare trait. [[Fedhas]] turns all plants peaceful. Upon killing [[Kirke]], her pigs will turn into peaceful humans. Some peaceful monsters are generated in vaults.
  
 
==Allied==
 
==Allied==
Allied monsters are most akin to "pets" in other roguelikes. They will follow the player, attacking his or her enemies at will.  They do not have much regard for their own safety in this endeavor: it is not at all uncommon to see an allied orc charging headlong into a two-headed ogre, with predictable results. They can be given a few simple commands: "Wait here!", "Follow me!", "Attack [a specific target]!", and "Stop attacking." Sadly, it is not possible to give commands to a single ally; you give them to all or none. Numerous gods forbid the attacking of allies, or at least of specific kinds of allies.
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Allied monsters are most akin to "pets" in other roguelikes. They will follow the player, attacking his or her enemies at will, without much regard for their own safety. They can be given a few simple commands: "Guard the Area!" (stay close + attack enemies in range), "Follow me!", "Retreat!", "Attack [a specific target]!", and "Stop attacking." It is not possible to give commands to a single ally - you give them to all allies in [[LOS]] or none.
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Permanent allies are incredibly sparse, and are only available from gods (including: [[Beogh]] orcs, the [[Hepliaklqana]] ancestor, and [[Yredelemnul]]'s bound soul). Temporary allies, however, are quite common. They can be created by spells - especially from the [[Summonings]], [[Necromancy]], and [[Forgecraft]] schools - and many divine abilities. A [[wand of charming]] will temporarily convert one into your side.
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Whenever an allied monster kills an enemy, you gain 100% of the XP, as if you killed the enemy yourself.
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===Limitations===
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Most (but not all) allied monsters are subject to the following limitations:
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*Allies cannot attack monsters that are outside your [[line of sight]], nor can they attack when they themselves are outside your line of sight.
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*Allies cannot follow you through [[stair]]s.
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[[Charm]]ed monsters and [[Gozag#Given Abilities|bribed]] monsters are not subject to either of these restrictions, though bribed monsters can't leave their home branch.
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Permanent allies (Beogh orcs, Hepliaklqana's ancestor and Yredelemnul's bound soul) can follow you through stairs, but not attack from outside LOS.
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===Fellow Slime===
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[[Jiyva]] worshippers will find all slimes turned friendly. This is technically a separate attitude (<code>ATT_FELLOW_SLIME</code>), with some changes to their AI. Unlike allied creatures, they will not follow you and are unable to be commanded. Unlike peaceful creatures, they do not actively hunt enemies, instead seeking out enemies that attack you.
  
Allies are the second most common type of monster, after hostiles.  They are never found naturally, but may be gained through a number of means.  [[Beogh]] worshipers will find orcs turning allied on sight, and may receive permanent allies as gifts. [[Yredelemnul]] may gift permanent undead servants, ranging from [[wight]]s to [[bone dragon]]s.  Summoned monsters, from a variety of magical and divine sources, are usually allied, although sometimes they can be hostile. Casting [[Enslavement]] on a monster temporarily turns it allied.  Lastly, animating remains through [[Necromancy]] produces allied monsters, although only [[Twisted Resurrection|abominations]] can use stairs.
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==History==
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* Prior to [[0.32]], [[Beogh]] orcs (but no other allies) would steal a portion of your XP.
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* Prior to [[0.29]], allied monsters would steal a portion of your XP, scaling with damage dealt (up to 50% XP if the allies did all the damage).

Latest revision as of 08:47, 17 November 2025

Version 0.33: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

Monsters in Crawl have one of four dispositions, or attitudes, towards the player:

  • hostile (ATT_HOSTILE in the source code),
  • neutral (ATT_NEUTRAL),
  • peaceful (ATT_GOOD_NEUTRAL),
  • allied (ATT_FRIENDLY).

Hostile

Hostile monsters will actively pursue and try to kill the player, be it through spells, abilities, melee, ranged weapons, or whatever means they have coded. Hostile monsters will not generally attack each other, although monsters will destroy plants in an attempt to reach the player, and some monsters are rather indiscriminate with multiple-target spells.

By default, every monster in the game is hostile, though a few means can change this. Even monsters with no means of harming the player, like plants, are considered "hostile".

Neutral

Neutral (indifferent) monsters are those with no particular desire to kill the player. They will not pursue, and will not use ranged attacks. However, they will still attack in melee anything that gets in their way: the player, other monsters, plants, etc. You must use a dedicated attack command (Ctrl-direction or v) in order to attack these monsters, potentially getting a stab off and definitely making them hostile.

Monsters pacified by Elyvilon are neutral, attempting to find the nearest staircase and leave the level. Monsters produced by Lugonu's Corruption ability will also be neutral, and there are a few pregenerated vaults that contain neutral monsters (though are quite rare).

Frenzied

Frenzied is the result of the frenzy status. Frenzied monsters will actively attack the closest thing in sight, whether friend or foe.

Peaceful

Peaceful monsters are friendly toward the player, but are not allies. They will not attack the player, and attempting to move onto their square simply displaces them. They will roam around, attempting to kill hostile monsters, using all their abilities in doing so. They cannot be given commands to attack a specific monster, and will not follow the player.

Peaceful is a fairly rare trait. Fedhas turns all plants peaceful. Upon killing Kirke, her pigs will turn into peaceful humans. Some peaceful monsters are generated in vaults.

Allied

Allied monsters are most akin to "pets" in other roguelikes. They will follow the player, attacking his or her enemies at will, without much regard for their own safety. They can be given a few simple commands: "Guard the Area!" (stay close + attack enemies in range), "Follow me!", "Retreat!", "Attack [a specific target]!", and "Stop attacking." It is not possible to give commands to a single ally - you give them to all allies in LOS or none.

Permanent allies are incredibly sparse, and are only available from gods (including: Beogh orcs, the Hepliaklqana ancestor, and Yredelemnul's bound soul). Temporary allies, however, are quite common. They can be created by spells - especially from the Summonings, Necromancy, and Forgecraft schools - and many divine abilities. A wand of charming will temporarily convert one into your side.

Whenever an allied monster kills an enemy, you gain 100% of the XP, as if you killed the enemy yourself.

Limitations

Most (but not all) allied monsters are subject to the following limitations:

  • Allies cannot attack monsters that are outside your line of sight, nor can they attack when they themselves are outside your line of sight.
  • Allies cannot follow you through stairs.

Charmed monsters and bribed monsters are not subject to either of these restrictions, though bribed monsters can't leave their home branch.

Permanent allies (Beogh orcs, Hepliaklqana's ancestor and Yredelemnul's bound soul) can follow you through stairs, but not attack from outside LOS.

Fellow Slime

Jiyva worshippers will find all slimes turned friendly. This is technically a separate attitude (ATT_FELLOW_SLIME), with some changes to their AI. Unlike allied creatures, they will not follow you and are unable to be commanded. Unlike peaceful creatures, they do not actively hunt enemies, instead seeking out enemies that attack you.

History

  • Prior to 0.32, Beogh orcs (but no other allies) would steal a portion of your XP.
  • Prior to 0.29, allied monsters would steal a portion of your XP, scaling with damage dealt (up to 50% XP if the allies did all the damage).