[CF-Devel] Cause light wounds broken
Kevin R. Bulgrien
kbulgrien at worldnet.att.net
Wed Aug 14 20:32:18 CDT 2002
At 10:57 PM 8/13/02, you wrote:
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Kevin R. Bulgrien wrote:
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At 01:19 PM 8/10/02, I wrote:
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Server 1.3.0 off of CVS...
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The cause light wounds spell can make monsters invulverable. This has
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happened to me repeatedly. No (reasonable amount of) damage can kill
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the creature after this happens...
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They aren't really invulnerable. I laid on the Run key and "went to
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sleep" while running into the monster. When I woke up, he was dead...
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Without looking at the code, one might guess the problem to be one of
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death detection and rollover. Like a "life" number goes negative but
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death isn't detected. The creature now will not die until the variable
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rolls back around to zero again.
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Highly unlikely that is the actual problem.
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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.
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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.
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