Andreas Vogl wrote: > > > I wasn't aware that Str adjusted the wc of monsters. > > As for ac, I took it from the client, which said the > > target dummy player had an ac of 2. > > That's a good point. I suspect STR for monsters does > nothing. Likewise WIS, CON and POW do completely > different things than all mapmakers assumed. > Stats do *not* work for monsters like they do for > players. According to "crossfire.doc": This is of course easily tested. My guess would be that Str works the same for monsters as it does for players - ie, carrying capacity as well as damage (and to hit) bonus. > > "Pow <number>": If the creature can cast spells, this is how many spell > points are regenerated each move. > > "Con <number>": Monsters regenerate this many hit points each move. > This is each time the monster has a move (same for Pow). So two monsters > with the same Con can regenerate at different rates if their speeds > are different. > > "Wis <number>": Determines how close a player needs to be before the > creature wakes up. > > Is this really intended actually? Why are all monsters designed under > the assumption that stats work for monsters just like for players. > This is weird. I don't know if that is the case for sure or not. Monsters are fairly different compared to players (for example, they just have a set hp/sp/grace total, and not a level array that gets summed up). And this is no worse than meanings for other objects not meaning what the variable name suggests. I think the above largely happens because monsters need some abilities that the players don't directly have, and so these values were recycled for that purpose.