CamDawg Posted July 8, 2012 Share Posted July 8, 2012 More goodies from the BGEE devs on the creature file format. Header: Flags at 0x20 0x10 - bit 13 is 'large creature', bit 14 is limbo creature, bit 16 is 'save temp item', bit 17 is listed as NEVER_SET_ME with the comment "If I am set un set all of the flags!", bits18-23 are unused. Bits 24-30 appear correct (listed as 'herding allegiance'). An additional value of 0x1f8 (flagging all of the original class bits minues the fallen ones) is listed as inactive_all. Animation at 0x28 is listed as a DWORD instead of a WORD Starting at 6e, there are individual bytes for 20 proficiencies followed by a single byte for undead level, covering the unknown section at 0x76. 0x84 is the SCRIPTNAME of the current tracking target. 0x244 is listed as a WORD for m_mageSpecUpperWord follwoed by a WORD for m_mageSpecialization 0x27c is listed as a LONG of m_instance Memorized spells table 0x8 is a WORD, not DWORD, and bit 1 is 'disabled'. It's followed by two BYTEs of structureAlignment Item Table 0x8 is simply listed as a WORD for m_wear Item Slots There's actually a fourth quiver item defined. Again, this is just inferences from variable names and comments. It's unverified at present. Link to comment
lynx Posted July 8, 2012 Share Posted July 8, 2012 Flags at 0x20 - bit 13 is 'large creature', bit 14 is limbo creature, bit 16 is 'save temp item', bit 17 is listed as NEVER_SET_ME with the comment "If I am set un set all of the flags!", bits18-23 are unused. Bits 24-30 appear correct (listed as 'herding allegiance'). An additional value of 0x1f8 (flagging all of the original class bits minues the fallen ones) is listed as inactive_all. But this conflicts with existing states, so I hope they're not actually used. We don't need another disease/disactivated horror. Link to comment
Avenger Posted July 8, 2012 Share Posted July 8, 2012 The existing states may be from IWD2/other blackisle games. I knew about 'save temp item' - it is used only internally, it has not much use in saved games so that's ok 'large creature' would be fun if used (maybe with wing buffet?) On the other hand, i thought the size was hardcoded into the animation. We need more info on this bit and its effects. Herding allegiance bits were already published. Link to comment
Avenger Posted July 8, 2012 Share Posted July 8, 2012 m_wear in the item entries was already known, it is a countdown for temporary items (like goodberries). fourth quiver slot - yep, knew it. spell table - all new info, still need to know what are the implications of this. Probably nothing. There is only 1 bit used in that word (or dword) if you count structure alignment. So, if all the dword has 1 used bit (which we knew already), then if the rest is kept 0 (should be), there is no problem. The undead level/tracking name is all new info! Link to comment
lynx Posted July 8, 2012 Share Posted July 8, 2012 btw, at 0x20 it has the real state flags, the MC ones are at 0x10. Link to comment
Avenger Posted July 8, 2012 Share Posted July 8, 2012 btw, at 0x20 it has the real state flags, the MC ones are at 0x10. Yeah, Lynx is correct. You should have said the flags at 0x10 (which we call MC flags)... 0x10 is called m_flags (mc flags) 0x20 is called m_generalState (state bits) Link to comment
CamDawg Posted July 8, 2012 Author Share Posted July 8, 2012 Yes, I meant the flags at 0x10, not 0x20 (I'm having to count up dwords and words and bytes as I go, sorry). I've amended the original post. Link to comment
igi Posted January 8, 2013 Share Posted January 8, 2013 Added to local copy. I've stuck with our names for some fields which are more descriptive, e.g. the affect of 'large creature' is independent of the creature size. Link to comment
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