At 10:57 PM 8/13/02, you wrote: > Kevin R. Bulgrien wrote: >> At 01:19 PM 8/10/02, I wrote: >> >>> Server 1.3.0 off of CVS... >>> >>> The cause light wounds spell can make monsters invulverable. This has >>> happened to me repeatedly. No (reasonable amount of) damage can kill >>> the creature after this happens... >> >> They aren't really invulnerable. I laid on the Run key and "went to >> sleep" while running into the monster. When I woke up, he was dead... >> Without looking at the code, one might guess the problem to be one of >> death detection and rollover. Like a "life" number goes negative but >> death isn't detected. The creature now will not die until the variable >> rolls back around to zero again. > > Highly unlikely that is the actual problem. > > The check in the code is for hp < 0. hp is a 16 bit value. So unless it took so much damage in one to to got from say 5 hp to 32000 hp, rollover isn't an issue. If death isn't detected when you put a monster at -5 for some strange reason, the same <0 check goes through when it gets to -10, etc. > > Much more likely is that the monster is just starting with a really high HP total for some reason. The cure light wounds doesn't kill it because it has gobs of HP. Similarly, it takes a long time to kill it by melee attack. So the real question then becomes why does the monster have gobs of HP - it is possible the cause light wounds is adding to its hp and not removing from it, or is it possible that one in some number of monsters are being generated with a very high hp total. I doubt the monster is starting with a high HP, because this happens in rooms where it never happens when I use SP attacks or melee attacks. From what you say, I wonder if cause light wounds sometimes adds HP to monsters... Perhaps if I had enough SP I could kill the creature with a magical attack, but when this happens, the only way I've been able to kill them is with continuous melee attacks.