Ascension64 Posted January 16, 2011 Share Posted January 16, 2011 GAME V1.1 Character stats 0x0013 1(byte) stores the first letter of the resname before it gets the * Pretty useless because the first letter doesn't get restored ARE V1.0 Actors 0x002c 2(word) Has been spawned (0=no, 1=yes) This is a word not dword 0x002e 1(byte) stores the first letter of the resname before it gets the * Pretty useless because the first letter doesn't get restored 0x0038 4 (dword) Actor removal timer (seconds) (usu. -1 to avoid removal) This is seconds in the ARE file, not ticks as currently stated in IESDP 0x3e 2(word) Movement restriction distance when moving to an object (matches spawn point 0x82) ARE V1.0 Spawn Points 0x7a 2(word) Spawn method Bit 1: One-time-spawnpoint (checked for after the spawning, and disables the spawn point if set). Setting this bit also spawns creatures for a finite period of time as set by 0x7c 0x7c 4(dword) Spawn creature removal timer (in seconds; requires bit1 of Spawn method) 0x80 2(word) Movement restriction distance (matches Actor 0x3C) 0x82 2(word) Movement restriction distance when moving to an object (matches Actor 0x3E) STATS.IDS BG2/ToB 166 DISABLEOVERLAY Set by opcode 284 This stat is incorrectly labelled. It should be MELEETHAC0MOD Edit: Just added ARE in front of V1.0 so you know I'm not talking about ITM or something weird. Link to comment
Avenger Posted January 16, 2011 Share Posted January 16, 2011 Yep, DISABLEOVERLAY is stat 174 The first letter of the resref is used somewhere (i already saw it). Link to comment
Ascension64 Posted January 17, 2011 Author Share Posted January 17, 2011 Unless I'm mistaken, it is pretty useless after the first save, because it ends up being the * itself. Link to comment
Avenger Posted January 17, 2011 Share Posted January 17, 2011 Unless I'm mistaken, it is pretty useless after the first save, because it ends up being the * itself. Haha, i didn't notice that. I will investigate this, when i rediscover it again. Link to comment
Ascension64 Posted January 18, 2011 Author Share Posted January 18, 2011 ARE V1.0 Rest interruptions 0x00a2 2 (word) Movement restriction distance when moving to an object Yeah, the same thing... Link to comment
devSin Posted January 18, 2011 Share Posted January 18, 2011 These should all be right in NI (Taimon posted all this I think in 2009), except the initial res character in ARE actors (something new to BG2, and like you note, seemingly useless). According to Taimon, "Movement restriction distance when moving to an object" is overridden always before use (just set to 0)? ("Movement restriction distance" is used at least in RandomWalk.) Link to comment
Ascension64 Posted January 24, 2011 Author Share Posted January 24, 2011 A revisitation of item ability effect target types. Targetting actually differs slightly with ranged vs non-ranged. Most of it is already in IESDP. (for RANGED weapon) 1: applied to self 2: added to the projectile at 2Ah (i.e. target) 3: IGNORE_SPELL_LEVEL_RESISTANCE and applied to entire party 4: IGNORE_SPELL_LEVEL_RESISTANCE and applied to all in area 5: IGNORE_SPELL_LEVEL_RESISTANCE and applied to all in area except party/familiars 6: IGNORE_SPELL_LEVEL_RESISTANCE and applied to all in area matching specific of attacker (if party member is attacker, entire party) 7: IGNORE_SPELL_LEVEL_RESISTANCE and not applied 8: IGNORE_SPELL_LEVEL_RESISTANCE and applied to all in area except self 9: IGNORE_RESISTANCE and added to projectile at 2Ah (i.e. target ignore resistance) (from non-RANGED weapon) 1: self 2: target 3: IGNORE_SPELL_LEVEL_RESISTANCE and applied to entire party 4: IGNORE_SPELL_LEVEL_RESISTANCE and applied to all in area 5: IGNORE_SPELL_LEVEL_RESISTANCE and applied to all in area except party/familiars 6: IGNORE_SPELL_LEVEL_RESISTANCE and applied to all in area matching specific of attacker (if party member is attacker, entire party is entire party 7: IGNORE_SPELL_LEVEL_RESISTANCE and applied to all in area matching specific of the target 8: IGNORE_SPELL_LEVEL_RESISTANCE and applied to all in area except self 9: self (no difference from 1) Link to comment
Avenger Posted January 24, 2011 Share Posted January 24, 2011 Basically you say, target type 9 doesn't affect self and target type 7 is dud in ranged weapons? Heh, lemme see... Link to comment
Ascension64 Posted February 19, 2011 Author Share Posted February 19, 2011 BG2ToB SPL V1.0 You probably know this, but it doesn't seem well documented in IESDP. 0x006e 2 (word) Casting Feature Block offset (must have target self) 0x0070 2 (word) Casting Feature Block count This Casting Feature Block stuff (or global FX according to NearInfinity) appears to contain effects to apply when beginning to cast the spell. They sit within the same procedure that determines and queues the casting sound and creates the casting orb/sparkle. I don't think 0x006e is actually used, as the effect index is interpreted in reference to the effects offset. As for targetting, it is not just self. (from global effect of SPL) 1: self 2: results in a assertion failed crash 3: IGNORE_SPELL_LEVEL_RESISTANCE and applied to entire party 4: IGNORE_SPELL_LEVEL_RESISTANCE and applied to all in area 5: IGNORE_SPELL_LEVEL_RESISTANCE and applied to all in area except party/familiars 6: IGNORE_SPELL_LEVEL_RESISTANCE and applied to all in area matching specific of caster (if party member is caster, this matches the entire party) 7: same as 6 8: IGNORE_SPELL_LEVEL_RESISTANCE and applied to all in area except self 9: self (no difference from 1) Link to comment
Ascension64 Posted February 24, 2011 Author Share Posted February 24, 2011 BG2ToB Action 34 UseItemSlot(O:Target*, I:Slot*) Also supports 34 UseItemSlotAbility(O:Target*, I:Slot*, I:Ability*) where I:Ability* is the ability index to use Link to comment
Avenger Posted February 24, 2011 Share Posted February 24, 2011 BG2ToB Action 34 UseItemSlot(O:Target*, I:Slot*) Also supports 34 UseItemSlotAbility(O:Target*, I:Slot*, I:Ability*) where I:Ability* is the ability index to use Hah, good to know. I did this in GemRB, but only because i thought it would be nice to have. Since ReallyForceSpell does this even in PST and BG1, do you think this is ToB only? [edit] Just checked, PST has this feature too. Link to comment
Ascension64 Posted February 25, 2011 Author Share Posted February 25, 2011 Fair enough. I don't have any data on any other games, so I wouldn't know anything beyond ToB. It looks as if UseItemPoint() can also use the second integer as well for I:Ability*. IESDP describes this action as no effect. It is used whenever an item ability is used though. Link to comment
Ascension64 Posted March 13, 2011 Author Share Posted March 13, 2011 EFF V2.0 0x00cc 4 (dword) Unknown is a single-use BOOL specific to effects that use it. If set (TRUE), during first application of the effect, single-use stuff is done and the value is set internally to FALSE. Link to comment
Galactygon Posted March 13, 2011 Share Posted March 13, 2011 Is this used by opcodes 200, etc.? Don't they purge instead? -Galactygon Link to comment
Avenger Posted March 13, 2011 Share Posted March 13, 2011 Is this used by opcodes 200, etc.? Don't they purge instead? -Galactygon I think... Internally: 0xc8 - FirstApply 0xcc - Secondary type 0x110 - Purge effect in file: 0xcc - FirstApply 0xd0 - Secondary Type 0x114 - Purge effect The first apply/purge effect field is probably useless in external effects. GemRB will definitely ignore it. Link to comment
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