/*
 * File: list-mon-timed.h
 * Purpose: Timed monster properties
 *
 * Fields:
 * name - the index name for this timed flag
 * gets_save - does this effect get a saving throw?
 * stack - how does this effect stack? either NO, MAX, or INCR
 * resist_flag - monsters with this monster race flag will resist this effect
 * max_time - maximum that the timer for this effect can reach
 * message_begin - the argument to the message code when the effect begins
 * message_end - the argument to the message code when the effect ends
 * message_increase - the argument to the message code when the effect increases
 */

/* name  gets_save  stack  resist_flag  max_time  message_begin  message_end  message_increase */
MON_TMD(SLEEP, true, NO, RF_NO_SLEEP, 10000, MON_MSG_FALL_ASLEEP, MON_MSG_WAKES_UP, 0)
MON_TMD(STUN, false, MAX, RF_NO_STUN, 50, MON_MSG_DAZED, MON_MSG_NOT_DAZED, MON_MSG_MORE_DAZED)
MON_TMD(CONF, false, MAX, RF_NO_CONF, 50, MON_MSG_CONFUSED, MON_MSG_NOT_CONFUSED, MON_MSG_MORE_CONFUSED)
MON_TMD(FEAR, true, INCR, RF_NO_FEAR, 10000, MON_MSG_FLEE_IN_TERROR, MON_MSG_NOT_AFRAID, MON_MSG_MORE_AFRAID)
MON_TMD(SLOW, false, INCR, RF_NO_SLOW, 50, MON_MSG_SLOWED, MON_MSG_NOT_SLOWED, MON_MSG_MORE_SLOWED)
MON_TMD(FAST, false, INCR, 0, 50, MON_MSG_HASTED, MON_MSG_NOT_HASTED, MON_MSG_MORE_HASTED)
MON_TMD(HOLD, false, MAX, RF_NO_HOLD, 50, MON_MSG_HELD, MON_MSG_NOT_HELD, 0)
MON_TMD(POIS, false, MAX, RF_IM_POIS, 10000, MON_MSG_POISONED, MON_MSG_NOT_POISONED, MON_MSG_MORE_POISONED)
MON_TMD(CUT, false, MAX, RF_NO_CUT, 10000, MON_MSG_BLEED, MON_MSG_NOT_BLEEDING, MON_MSG_MORE_BLEEDING)
MON_TMD(BLIND, false, MAX, RF_NO_SLEEP, 50, MON_MSG_BLIND, MON_MSG_NOT_BLIND, MON_MSG_MORE_BLIND)
