Perhaps that is what I found oddest about the multiple attacktypes - that you can get fire and cold at the same time. AV is right about attacktypes - when using multiple attacktypes, the one that does the most damage is the one that is used. Thus, if a weapon had 4 attack types, dam 10, and was used against a creature with new protection/immunities, it still just does 10 points of damage, and not 40. Effect attacktypes (confusion, slow, paralyze, etc) do go in addition to the damage - thus, you could have something with 4 effect attacktypes, and all of them effect the target (it may not mean a lot, eg, confusion, slow, and fear don't mean diddly if the target was also hit with paralyze). There has been a past discussion (and currently mentioned in the todo list) is to split out attacktypes, each with their own damage value. Thus, you could have something like: dam_fire 8 dam_physical 4 dam_cold 1 dam_poison 12 for a dragon. If that was done, then presumably the dragon code would need to get changed, such as levels are gained, the damage in the attacktype you are currently focused to increases. I suppose if we really cared about contradictory attacktypes, we should have a table or something about those that don't go together (fire/cold, no real other ones right now). Then variosu bits of code could do sanity checking (eg, blessing weapons don't give contradictory attacktype, etc). _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel