On 04-Sep-2002 Mark Wedel wrote: > Kurt Fitzner wrote: > IF this is not what your talking about, I'd need some more specific area > of the code you are talking about. The code I mean is check_wakeup() line 226 (or close to it) in monster.c if(QUERY_FLAG(op, FLAG_BLIND) && !QUERY_FLAG(op, FLAG_SEE_INVISIBLE)) radius = MIN_MON_RADIUS; I think this makes blinding quite a bit less useful than it deserves to be. For example, most demons have see_invisible in the archtype. This makes blinding useless against the monsters that, really, should be the particular target of that attack. The issue, too, is that it's quietly useless. You'll get the message that a fiend or big demon or demon lord is blinded, but the blinding just won't ahve any effect. The same check is in can_see_enemy() or'ed with a check for FLAG_XRAYS. I've commented out the FLAG_SEE_INVISIBLE checks on my server. I've had a chance to play more with the precedence issue fixed, by the way. It didn't just affect blinding. It made it so every monster on a map would target you the instant you entered a map, regardless of how far away you were. With the braces put in, the code acts like it should and large maps are much more fun. It actually makes it a little harder. Instead of being able to huddle by the stairs and be sure that any monster on the map will come to you, you end up running into monsters as you walk around more and they begind to target you as you get closer to them. Much more realistic and fun. This is most notable on the Meganthropos quest where the random maps are quite large and you have dozens of Galeotrolls wandering around. Kurt.