Difference between revisions of "Attack type"
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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_SHOOT ([[:Category:Shoot type|monster list]]) can use ranged weapons even when the defender is right next to them. | * AT_SHOOT ([[:Category:Shoot type|monster list]]) can use ranged weapons even when the defender is right next to them. | ||
− | * AT_REACH_STING ([[:Category:Reach sting type|monster list]]) has [[reaching]] | + | * AT_REACH_STING ([[:Category:Reach sting type|monster list]]) has [[reaching]]. |
[[Category:Attack types]] | [[Category:Attack types]] |
Revision as of 06:38, 20 December 2013
Version 0.13: 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 anyway.
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
- AT_CHERUB (monster list) randomly transformed into AT_HIT, AT_PECK, AT_BITE, or AT_GORE.
- AT_CLAW (monster list) severs hydra heads.
- AT_CONSTRICT (monster list) constricts the defender, causing extra damage and potential asphyxiation.
- AT_TRAMPLE (monster list) can trample the defender, pushing it back one square.
- AT_RANDOM (monster list) randomly transformed into AT_HIT or AT_GORE.
- AT_SHOOT (monster list) can use ranged weapons even when the defender is right next to them.
- AT_REACH_STING (monster list) has reaching.