Avenger Posted June 7, 2009 Share Posted June 7, 2009 In Spark flags (0xc) bit 3 (value=8): - looping for the second sound resource (bit 2 was for the first sound resource) In flags field (0x100) bit 8 and 9 are effective only when bit 7 is set. As it was already known bit 7 is the blend (per pixel transparency) flag. Bit 8 and bit 9 somehow alter blending, this has something to do with gamma correction. A lot of game option flags affect this, so the exact effects of these 2 bits are still unknown. In the AOE bitfield (0x200) bit 8 (value=0x100): - explosion count is based on caster's mage level (non mages get one explosion, mages get multiple). Monsters will get explosion count (duration), based on their level. bit 9 (value=0x200): - dltcep calls this 'multiple set off', it is actually, a similar flag than the previous bit. The number of explosions also depend on the caster level (bit different from the previous bit). These 2 bits also work for items. Link to comment
Avenger Posted June 20, 2009 Author Share Posted June 20, 2009 bit 5 (0x20) in spark flags makes the sparks covered by actors (this causes the sparks resemble more like snail trails, though they still 'fall'). This is a rather useless flag, but for completeness' sake it had to be found. There are no more bits used in the spark flags. Just for clarity: 1 - render sparks 2 - flying projectile (the projectile is raised to approximately arms height) 4 - looping sound resource1 8 - looping sound resource2 16 - ignore center (the caster) (probably useful only with area effects) 32 - snail trail like sparks (useful only with rendering sparks) Link to comment
igi Posted August 1, 2009 Share Posted August 1, 2009 Added to local copy. Bonus points for introducing the 'snail trail' flag Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.