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 07:38, 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