Difference between revisions of "Attack type"

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'''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.
 
'''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 anyway.
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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 or a spiked helmet will increase the damage of a player's headbutt.
 
  
 
==Special effects==
 
==Special effects==
 
* AT_CHERUB ([[:Category:Cherub type|monster list]]) randomly transformed into AT_HIT, AT_PECK, AT_BITE, or AT_GORE.
 
* AT_CHERUB ([[:Category:Cherub type|monster list]]) randomly transformed into AT_HIT, AT_PECK, AT_BITE, or AT_GORE.
 
* AT_CLAW ([[:Category:Claw type|monster list]]) severs [[hydra]] heads.
 
* AT_CLAW ([[:Category:Claw type|monster list]]) severs [[hydra]] heads.
* AT_CONSTRICT ([[:Category:Constrict type|monster list]]) [[constrict]]s the defender, causing extra damage and potential [[asphyxiation]].
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* AT_CONSTRICT ([[:Category:Constrict type|monster list]]) [[constrict]]s the defender, causing extra damage and trapping the opponent.
 
* AT_TRAMPLE ([[:Category:Trample type|monster list]]) can [[trample]] the defender, pushing it back one square.
 
* AT_TRAMPLE ([[:Category:Trample type|monster list]]) can [[trample]] the defender, pushing it back one square.
 
* 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_SHOOT ([[:Category:Shoot type|monster list]]) can use ranged weapons even when the defender is right next to them.
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* AT_REACH_STING ([[:Category:Reach sting type|monster list]]) has [[reaching]].
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* AT_SPORE ([[:Category:Spore type|monster list]]) makes certain [[attack flavour]]s (AF_CONFUSE and AF_SLEEP) ineffective against [[unbreathing]] creatures. E.g. a monster with AT_SPORE ''and'' AF_CONFUSE cannot confuse unbreathing creatures.
  
 
[[Category:Attack types]]
 
[[Category:Attack types]]

Latest revision as of 04:55, 25 August 2023

Version 0.30: 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.

Special effects