aVENGER_(RR) Posted September 2, 2011 Share Posted September 2, 2011 Some of this stuff is from my own research, the rest is taken from DLTCEP. New additions are in bold: #3 (0x003) State: Berserking [3]Parameter #1: Irrelevant Parameter #2: Irrelevant Description: Applies the berserk effect to the targeted creature(s). Target will uncontrollably attack enemies if any are in view, and will occasionally attack neutral creatures. The affected creature becomes berserk and its AI scripts stop running. Grants a +2 bonus to hit and damage with all weapons. It also sets the STATE_BERSERK flag. This opcode only affects party members. #130 (0x082) State: Bless [130] Parameter #1: Modifier Parameter #2: Irrelevant Description: Modifies the THAC0, damage and morale of the target creature(s) by the amount specified by the 'Modifier' parameter. #136 (0x088) State: Force Visible [136] Parameter #1: Undefined Parameter #2: Undefined Description: Renders the targeted creature(s) partially visible (does not remove improved invisibility, the creature becomes visible and attackable, but not targetable by spells). The effect has no meaning on visible targets. This effect has no duration. #153 (0x099) Overlay: Sanctuary [153] Parameter #1: Irrelevant Parameter #2: Irrelevant Description: Applies the sanctuary effect to the targeted creature(s). This effect sets stat #63 (SANCTUARY) to 1. #154 (0x09A) Overlay: Entangle [154] Parameter #1: Irrelevant Parameter #2: Irrelevant Description: Applies the entangle visual effect to the targeted creature(s). Does not actually prevent the target from moving. This effect sets stat #62 (ENTANGLE) to 1. #155 (0x09B) Overlay: Minor Globe [155] Parameter #1: Irrelevant Parameter #2: Irrelevant Description: Applies the minor globe visual effect to the targeted creature(s). This effect sets stat #64 (MINORGLOBE) to 1. #156 (0x09C) Overlay: Protection from Normal Missiles Cylinder [156] Parameter #1: Irrelevant Parameter #2: Irrelevant Description: Applies the protection from normal missiles cylinder visual effect to the targeted creature(s). This effect sets stat #65 (SHIELDGLOBE) to 1. #157 (0x09D) State: Web Effect [157] Parameter #1: Irrelevant Parameter #2: Irrelevant Description: Applies the web effect to the targeted creature(s). The affected creature becomes immobile and its AI scripts stop running. This effect sets stats #58 (HELD) and #67 (WEB) to 1. It also sets the STATE_HELPLESS flag. #158 (0x09E) Overlay: Grease [158] Parameter #1: Irrelevant Parameter #2: Irrelevant Description: Applies the grease visual effect to the targeted creature(s). Does not actually affect the target's movement rate. This effect sets stat #66 (GREASE) to 1. #188 (0x0BC) Spell Effect: Aura Cleansing [188] Parameter #1: Irrelevant Parameter #2: Constant Description: Set the 'Constant' field to 1 if you want no time needed between spells. This effect sets stat #76 (AURACLEANSING) to param #2. #189 (0x0BD) Stat: Casting Time Modifier [189] Parameter #1: Speed Modifier Parameter #2: Irrelevant Description: Alters the casting time of spells by the value specified by the 'Speed Modifier' field. This effect is cummulative. Positive values decrease the casting time, negative values increase the casting time. This effect sets stat #77 (MENTALSPEED) to param #1. #190 (0x0BE) Stat: Attack Speed Factor [190] Parameter #1: Speed Modifier Parameter #2: Irrelevant Description: Alters the weapon's attack speed by the value specified by the 'Speed Modifier' field. This effect is not cumulative. Attack speed ranges from 0 (good) to 10 (bad). This effect acts as a bonus, so a high 'Speed Modifier' is good This effect sets stat #78 (PHYSICALSPEED) to param #1. #191 (0x0BF) Spell: Casting Level Modifier [191] Parameter #1: Modifier Parameter #2: Type Description: Applies the value specified by the 'Modifier' field as a bonus to casting spell levels, of a type specified by the 'Type' field. Known values for 'Type' are: 0 Mage 1 Cleric Note: This effect changes the casting level stat, but has no actual affect in-game This effect modifies stats #79 (CASTINGLEVELBONUSMAGE) or #80 (CASTINGLEVELBONUSCLERIC) depending on param #2. #216 (0x0D8) Spell Effect: Level Drain [216] Parameter #1: Amount Parameter #2: Irrelevant Description: Drains levels from the targeted creature(s) as specified by the 'Amount' field. 'Amount' can be positive or negative, negative values will alter level and spellbook slots, but not experience. This effect sets stat #200 (LEVELDRAIN) to param #1. #219 (0x0DB) Stat: AC vs. Creature Type Modifier [219] Parameter #1: IDS Entry Parameter #2: IDS File Description: Gives the targeted creature(s) a 2 point bonus AC against the creature type specified by the 'IDS Entry' in the IDS file specified by the 'IDS File' field. A 2 point bonus is also given to saving throws if the specified creatures attack requires a saving throw. <- this is not implemented in the BG2 version of the Infinity Engine Known values for 'IDS File' are: 2 EA.IDS 3 General.IDS 4 Race.IDS 5 Class.IDS 7 Gender.IDS 8 Align.IDS Link to comment
aVENGER_(RR) Posted September 3, 2011 Author Share Posted September 3, 2011 A few more additions: #66 (0x042) Graphics: Transparency Fade [66]Parameter #1: Fade Amount Parameter #2: Irrelevant Description: Fades the targeted creature(s) by the value in the amount specified by the 'Fade Amount' field. Known values for 'Fade Amount' are: 1 Fully visible .. 255 Almost invisible This effect sets stat #60 (TRANSLUCENT) to param #1. #109 (0x06D) State: Hold [109] Parameter #1: IDS Entry Parameter #2: IDS File Description: Applies the hold effect to the targeted creature(s), if the targeted creature(s) match the value specified by the 'IDS Entry' field, in the specified 'IDS File'. Known values for 'IDS File' are: 2 EA.ids 3 General.ids 4 Race.ids 5 Class.ids 6 Specific.ids 7 Gender.ids 8 Align.ids The affected creature becomes immobile and its AI scripts stop running. This effect sets stat #58 (HELD) to 1. It also sets the STATE_HELPLESS flag. #135 (0x087) Graphics: Polymorph into Specific [135] Parameter #1: Irrelevant Parameter #2: Type Description: Polymorphs the targeted creature(s) into the creature specified by the resource key, in the style specified by the 'Type' field. Known values for 'Type' are: 0 Gain Resistances/statistics (spell-casting disabled) 1 Appearance only This effect sets stat #59 (POLYMORPHED) to 1 but only if param #2 is 0. #165 (0x0A5) Spell Effect: Pause Target [165] Parameter #1: Irrelevant Parameter #2: Irrelevant Description: Applies the pause effect to the targeted creature(s). This effect is similar to stun.except the targeted creature(s) scripts continue to run. The affected creature becomes immobile and its AI scripts stop running. Characters are still selectable. This effect sets stat #70 (CasterHold) to 1. #175 (0x0AF) State: Hold [175] Parameter #1: IDS Entry Parameter #2: IDS File Description: Applies a yellow fade in graphic effect to the targeted creature(s), and shows the Hold icon, if the targeted creature(s) match the value specified by the 'IDS Entry' field, in the specified 'IDS File'. Known values for 'IDS File' are: 2 EA.ids 3 General.ids 4 Race.ids 5 Class.ids 6 Specific.ids 7 Gender.ids 8 Align.ids The affected creature becomes immobile and its AI scripts stop running. This effect sets stat #58 (HELD) to 1. It also sets the STATE_HELPLESS flag. #185 (0x0B9) State: Hold [185] Parameter #1: IDS Entry Parameter #2: IDS File Description: Applies a yellow fade in graphic effect to the targeted creature(s), and shows the Hold icon, if the targeted creature(s) match the value specified by the 'IDS Entry' field, in the specified 'IDS File'. This effect is not removed by effect 162. Known values for 'IDS File' are: 2 EA.ids 3 General.ids 4 Race.ids 5 Class.ids 6 Specific.ids 7 Gender.ids 8 Align.ids The affected creature becomes immobile and its AI scripts stop running. This effect sets stat #58 (HELD) to 1. It also sets the STATE_HELPLESS flag. #193 (0x0C1) Spell Effect: Invisible Detection by Script [193] Parameter #1: Irrelevant Parameter #2: Constant Value Description: Allows invisible creatures to be attacked (via scripts). Also makes it possible to target improved invisible creatures with spells. The Constant Value parameter should be set to 1 or 2. This effect sets stat #81 (SEEINVISIBLE) to param #2. #208 (0x0D0) HP: Minimum Limit [208] Parameter #1: Minimum Value Parameter #2: Irrelevant Description: The targeted creature(s) HP value will not drop below the value specified by the 'Minimum Value' field. This effect sets stat #83 (MINHITPOINTS) to param #1. #247 (0x0F7) Spell Effect: Attack Nearest Creature [247] Parameter #1: Irrelevant Parameter #2: Constant Value Description: Applies the attack nearest creature effect on the targeted creature(s). This effect causes the targeted creature(s) to attack the nearest creature. The 'Constant Value' parameter should be non-zero. The affected creature becomes berserk and its AI scripts stop running. Grants a +2 bonus to hit and damage with all weapons. Unlike opcode #3, this one can affect enemies as well. This effect sets stat #144 (BERSERKSTAGE2) to param #2. It also sets the STATE_BERSERK flag. #268 (0x10C) Spell Effect: Clear Fog of War (Wizard Eye) [268] Parameter #1: Irrelevant Parameter #2: Irrelevant Description: Applies the clear fog of war effect on the targeted creature(s). The targeted creature(s) will be able to explore like a PC does. This effect sets stat #148 (EXPLORE) to 1. Link to comment
aVENGER_(RR) Posted September 3, 2011 Author Share Posted September 3, 2011 And finally, a short summary for people who don't want to wade throught that huge wall of text. The berserk opcode grants a +2 bonus to hit and damage with all weapons and only affects party members. The bless opcode grants a bonus to damage equal to param1. The opcode used for providing the AC bonus in protection from evil spells doesn't grant a saving throw bonus. The pause target opcode actually stops the creature's AI scripts from running. The see invisibility opcode allows the recipient to target improved invisible creatures with spells. The web opcode sets both the WEB and the HELD stats to 1. As noted earlier, most of this stuff was already known and/or present in DLTCEP, but it's not currently included in the IESDP. Link to comment
Miloch Posted September 3, 2011 Share Posted September 3, 2011 Very cool. The only improvement I would suggest is putting the stat name in parentheses where they're referenced, e.g.: This effect sets stat #81 (SEEINVISIBLE) to param #2. Link to comment
Demivrgvs Posted September 3, 2011 Share Posted September 3, 2011 [*]The berserk opcode grants a +2 bonus to hit and damage with all weapons and only affects party members.Cool, I have to fix a bunch of descriptions then. One thing though, is it only the +2 hit/dmg which doesn't work on opponents, or the entire opcode? Do the AI ignore the berserk condition? [*]The bless opcode grants a bonus to damage equal to param1.I thought this was already known; SR Bless do mention it in the description. [*]The opcode used for providing the AC bonus in protection from evil spells doesn't grant a saving throw bonus.Nooooooo!!! And how I am I supposed to make ProEvil work as it should now? Link to comment
aVENGER_(RR) Posted September 3, 2011 Author Share Posted September 3, 2011 One thing though, is it only the +2 hit/dmg which doesn't work on opponents, or the entire opcode? The entire opcode #3. Do the AI ignore the berserk condition? If it comes from opcode #3 then yes. However, you can use opcode #247 to afflict non-partymembers with berserk. Link to comment
polytope Posted September 3, 2011 Share Posted September 3, 2011 A few more additions: #66 (0x042) Graphics: Transparency Fade [66] Parameter #1: Fade Amount Parameter #2: Irrelevant Description: Fades the targeted creature(s) by the value in the amount specified by the 'Fade Amount' field. Known values for 'Fade Amount' are: 1 Fully visible .. 255 Almost invisible This effect sets stat #60 (TRANSLUCENT) to param #1. I'd like to add that this effect can adjust transparency downward (more visible), and doesn't work in conjunction with the blur effect. #135 (0x087) Graphics: Polymorph into Specific [135]Parameter #1: Irrelevant Parameter #2: Type Description: Polymorphs the targeted creature(s) into the creature specified by the resource key, in the style specified by the 'Type' field. Known values for 'Type' are: 0 Gain Resistances/statistics (spell-casting disabled) 1 Appearance only This effect sets stat #59 (POLYMORPHED) to 1 but only if param #2 is 0. That's good to know, enemy AI can detect the polymorph effect; this means it might actually be better in some cases than opcode 53. #208 (0x0D0) HP: Minimum Limit [208]Parameter #1: Minimum Value Parameter #2: Irrelevant Description: The targeted creature(s) HP value will not drop below the value specified by the 'Minimum Value' field. This effect sets stat #83 (MINHITPOINTS) to param #1. The creatures hit points can actually drop as low as 1 regardless of parameter, they'll then be adjusted upward to the minimum value - not likely to have any effect in game except for Power Word spells. Also, negative or zero values for minhitpoints don't work (I tried this to prevent certain creatures like mists from suffering "chunked" death, which looks silly). #247 (0x0F7) Spell Effect: Attack Nearest Creature [247]Parameter #1: Irrelevant Parameter #2: Constant Value Description: Applies the attack nearest creature effect on the targeted creature(s). This effect causes the targeted creature(s) to attack the nearest creature. The 'Constant Value' parameter should be non-zero. The affected creature becomes berserk and its AI scripts stop running. Grants a +2 bonus to hit and damage with all weapons. Unlike opcode #3, this one can affect enemies as well. This effect sets stat #144 (BERSERKSTAGE2) to param #2. It also sets the STATE_BERSERK flag. This is a very minor thing, but I've noticed your PnP salt mephits have both this effect and berserk under their "Taunt" spell, are the effects cumulative? Link to comment
aVENGER_(RR) Posted September 3, 2011 Author Share Posted September 3, 2011 This is a very minor thing, but I've noticed your PnP salt mephits have both this effect and berserk under their "Taunt" spell, are the effects cumulative? Nice catch. But no, the two opcodes aren't cumulative with each other. I simply put #3 in Taunt because I didn't know that #247 sets STATE_BERSERK back then, and I wanted to make sure that it was set because I'm using it as a trigger check. P.S. In case anyone's interested, you can see the berserk related bonuses to hit and damage if you use TobEx and enable Extra Combat Info=1 in baldur.ini. Link to comment
polytope Posted September 6, 2011 Share Posted September 6, 2011 #16 (0x010) State: Haste [16]Parameter #1: Irrelevant Parameter #2: Type Description: Applies the Haste effect, in the style specified by the 'Type' value. Known values for 'Type' are: 0 Normal Haste 1 Improved Haste 2 Speed haste without attack bonuses NB. This effect will cancel out the slow opcode. It's not mentioned currently (though widely known) that haste adjusts a fractional number of attacks upward to the next whole number, this applies even in the case of "Speed haste without attack bonuses" - i.e. unfixpacked boots of speed. I've also noticed that a creature with five apr who receives a type zero haste will display six attacks per round on their character sheet, but actually only have three attacks per round (I don't think this is possible for PC's unless they're polymorphed, under effects of boon of Lathander or using belm + kundane). Does anyone know how this is actually calculated? I'd guess haste does something like doubling attacks per round, then subtracting another number (which is the next lowest key value for apr) from the result - hence why a hasted character always has a whole number of attacks. I.e. Hasted with 2.5 apr (2.5 * 2) -2 = 3 Hasted with 5 apr (5 * 2) - 4 = 6 (which is shown on the character sheet, but not actually applied in game) Link to comment
igi Posted December 29, 2011 Share Posted December 29, 2011 Updated in local copy, thanks. Link to comment
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