> I guess I'm confused what struct and what field. You certainly don't > want to modify the spells the fireborn casts in such a way, as it would > also heal other monsters. > > And in fact, since the fireborn has 100 resistance to fire, some special > hack would be needed in the attack code in any place. Last time I looked the resistance is accomplished by a multiplier that effects the damage. If the sign if this value were reversed then "damage" would be added to the hp rather than subtracted. > Which is one reason having it food I think works better - food has a much > higher total allowed (999 - ok, at very high levels, players may get hp > that high). But it does mean that a fireborn that starts with max food > in town should be able to get a decent amount of the dungeon done, and > then find fire or whatever to get food back up. If its his hit points, > chances are he might leave town at max, gets to dungeon at less than max, > has to fire up, and now has less than max mana, waits for that to get up, > and once again has less than max hp. mana regen would have to be faster > than hp loss, but the effect will still almost certainly be that the > player will spend more time waiting for those to go up. At low levels they can get a wand, potion or spell. > Also, having it be hp would seem to me to make it impossible for a > fireborns hp to naturally go up unless he is in fire. This could really > screw the fireborn - imagine he got into a treasure chamber with no > magic, but that also released big nasty monster - he's basically hosed > now, as his hp will continue to go down with no way to get them up again. > At least if food is a seperate stat, assuming he has enough food, his hp > will get maxed out. That would be a problem. But fb's are already completely screwed facing monsters in places with no magic (though casting flaming aura outside the door would go a long way towards keeping them going). -- Steven Lembark 2930 W. Palmer Workhorse Computing Chicago, IL 60647 +1 800 762 1582