CamDawg Posted October 30, 2014 Posted October 30, 2014 This is to cover changed or expanded opcodes for IWDEE. IWDEE is built on the same engine as BGIIEE and BGEE, so these changes should eventually filter back to both of those games. For now, you're safer considering these IWDEE-exclusives: State: Berserking [3]: param2 = 1 - Always Active (works on all creatures regardless of allegiance) Death: Instant Death [13]: param2 = 1024 - Destruction; causes chunky death, totally the same as 8, except 8 doesn't force leave party in iwd. Stat: Dexterity Modifier [15]: param2 = 3 - IWD-style Cat’s Grace Spell ('Statistic Modifier' must be 0). For a Type of 3 (Cat's Grace Spell), dexterity is modified as per Icewind Dale Cat's Grace spell behaviour, externalised to CLSSPLAB.2DA, in which 1Dx dexterity is gained up to a maximum of 20 depending on the player's class (defaults to 1D6 if class is not present), where x is specified by the DEX column. State: Invisibility [20]: param2 = 1 - Improved Invisibility now applies a non-cumulative 4 point bonus to all saving throws of the target Stat: Strength Modifier [44]: param2 = 3 - IWD-style Strength Spell ('Statistic Modifier' must be 0). For a Type of 3 (Strength Spell), strength is modified as per Icewind Dale Strength spell behaviour, externalised to CLSSPLAB.2DA, in which 1Dx strength is gained up to a maximum of 18/ depending on the player's class (defaults to 1D6 if class is not present), where x is specified by the STR column. Unit increments between 18 and 19 depend on differences detected in the STRMODEX.2DA table. The 'Statistic Modifier' value overrides the CLSSPLAB.2DA entry, specifying the die size and allowing a maximum strength of 18/00. State: Unconsciousness [39]: param2 = 0 - Awaken on Damage; 1 - Do not awaken on Damage Graphics: Transparency Fade [66]: param2 = 0 - default; 1 - Fade In; 2 - Fade Out State: Blindness [74]: the blindness opcode now applies a non-cumulative 4 point penalty to AC and THAC0 to the target Spell Effect: Teleport (Dimension Door) [124]: param2 = 0 - default; 1 - teleport Source to Target, 2 - teleport Target to Home Location, 3 - Exchanged Source and Target; Graphics: Casting Glow [140]: this opcode can now be used to play any projectile animation, even pillar projectiles. Simply set param1 to the projectile value and leave param2 at 0. Overlay: Sanctuary [153]: param2 = 1 - play VVC specified in the resource field instead of using the hardcoded animation Overlay: Entangle [154]: param2 = 1 - play VVC specified in the resource field instead of using the hardcoded animation Overlay: Minor Globe [155]: param2 = 1 - play VVC specified in the resource field instead of using the hardcoded animation Overlay: Shield Globe [156]: param2 = 1 - play VVC specified in the resource field instead of using the hardcoded animation Overlay: Web [157]: param2 = 1 - play VVC specified in the resource field instead of using the hardcoded animation Overlay: Grease [158]: param2 = 1 - play VVC specified in the resource field instead of using the hardcoded animation Item: Can't Use Itemtype [181]: param1 = item type; param2 = 0 - can't equip item; 1 - can't use item; special field = strref to display on attempted use Protection: Stoneskin [218]: the value of the special field now determines the icon which will be displayed while the opcode is in effect. I.e. set the special field to 82 to display the Iron Skins icon instead of Stoneskin. Contingency Instance [232]: New param2 options since BGEE*10 - Every round*12 - Killed*13 - TimeOfDay*14 - Range(m_special)*15 - StateCheck(m_special)*16 - Dies*17 - Died*18 - TurnedBy*19 - HP *20 - HPPercent Stat: Critical Hit Modifier [301]: param2 = 0 - Critical hit bonus for both hands; 1 - Critical hit bonus only for this weapon
lynx Posted October 30, 2014 Posted October 30, 2014 301: "this weapon" being the weapon that has this effect as an equipping effect? It doesn't sound like any other use would make sense. Crash, no effect, hmm?
CamDawg Posted October 30, 2014 Author Posted October 30, 2014 One more note here--a handful of opcodes (new and existing) use the dice fields for something other than max and min hit dice: 0xc Damage 0x11 Healing 0x12 Max Hitpoints 0xDA StoneSkins 0xED Magical Stone 0xF1 Vampiric Touch 0xFB Lich Touch 0xFC Searing Orb 0xFF Salamander Aura 0x115 Soul Eater Damage 0x119 Acid Splash Damage 301: "this weapon" being the weapon that has this effect as an equipping effect? It doesn't sound like any other use would make sense. Crash, no effect, hmm? Yes, this is specifically used as an equipped effect on a one-handed weapon so that the offhand weapon does not receive the bonus as well.
CamDawg Posted October 30, 2014 Author Posted October 30, 2014 And for spells which display/block/remove portrait icons, the set up is different for IWDEE: 0 Charm 1 Dire Charm 2 Rigid Thinking 3 Confused 4 Berserk 5 Intoxicated 6 Poisoned 7 Diseased 8 Blind 9 Protection From Evil 10 Protection From Petrification 11 Protection From Missiles 12 Magic Armor 13 Held 14 Sleep 15 Shielded 16 Protection From Fire 17 Blessed 18 Chant 19 Free Action 20 Barkskin 21 Strength 22 Heroism 23 Invulnerable 24 Protection From Acid 25 Protection From Cold 26 Resist Fire/Cold 27 Protection From Electricity 28 Protection From Magic 29 Protection From Undead 30 Protection From Poison 31 Non-detectable 32 Good Luck 33 Bad Luck 34 Silenced 35 Cursed 36 Panic 37 Resist Fear 38 Haste 39 Fatigue 40 Bard Song 41 Slow 42 Static Charge 43 Domination 44 Hopelessness 45 Greater Malison 46 Spirit Armor 47 Chaos 48 Feebleminded 49 Defensive Harmony 50 Champion's Strength 51 Dying 52 Mind Shield 53 Energy Drain 54 Polymorph Self 55 Stun 56 Entropy Shield 57 Perception 58 Master Thievery 59 Energy Drain 60 Holy Power 61 Cloak of Fear 62 Iron Skins 63 Magic Resistance 64 Righteous Magic 65 Spell Turning 66 Beltyn's Burning Blood 67 Spell Deflection 68 Fireshield Red 69 Fireshield Blue 70 Protection from Normal Weapon 71 Protection from Magic Weapon 72 Tensor's Transformation 73 Spell Shield 74 Mislead 75 Contingency Active 76 Protected from the Elements 77 Projected Image 78 Maze 79 Imprisonment 80 Stoneskin 81 KAI 82 Called Shot 83 Spell Failure 84 Offensive Spin 85 Defensive Spin 86 Intelligence drained by mind flayer 87 Regenerating 88 In Dialog 89 In Store 90 Negative Plane Protection 91 Ability Score Drained 92 Spell Sequencer Active 93 Antimagic Shell 94 Shroud of Flame 95 Able to Poison Weapons 96 Setting Trap 97 Glass Dust 98 Blade Barrier 99 Death Ward 100 Doom 101 Decaying 102 Acid 103 Vocalize 104 Mantle 105 Miscast Magic 106 Magic Resistance Lowered 107 Spell Immunity 108 True Seeing 109 Detecting Traps 110 Improved Haste 111 Spell Trigger 112 Deaf 113 Enfeebled 114 Infravision 115 Friends 116 Shield of the Archons 117 Spell Trap 118 Absolute Immunity 119 Improved Mantle 120 Farsight 121 Globe of Invulnerability 122 Minor Globe of Invulnerability 123 Protected from Magical Energy 124 Polymorphed 125 Otiluke's Resilient Sphere 126 Nauseated 127 Ghost Armor 128 Glitterdust 129 Webbed 130 Unconscious 131 Mental Combat 132 Physical Mirror 133 Repulse Undead 134 Chaotic Commands 135 Draw Upon Holy Might 136 Strength of One 137 Bleeding 138 Rage 139 Boon of Lathander 140 Storm Shield 141 Enraged 142 Stunning Blow 143 Quivering Palm 144 Entangled 145 Grease 146 Smite 147 Hardiness 148 Power Attack 149 Whirlwind Attack 150 Greater Whirlwind Attack 151 Magic Flute 152 Critical Strike 153 Greater Deathblow 154 Deathblow 155 Avoid Death 156 Assassination 157 Evasion 158 Greater Evasion 159 Improved Alacrity 160 Aura of Flaming Death 161 Globe of Blades 162 Improved Chaos Shield* 163 Chaos Shield* 164 Shield of Lathander 165 Greater Shield of Lathander 166 Mind Blank 167 Aid 168 Phased 169 Pain 170 Impervious Sanctity of Mind 171 Petrified 172 Iron Body 173 Animal Rage 174 Exaltation 175 Recitation 176 Blood Rage 177 The Ballad of Three Heroes 178 The Tale of Curran Strongheart 179 Tymora's Melody 180 The Song of Kaudies 181 The Siren's Yearning 182 War Chant of Sith 183 Prayer 184 Righteous Wrath of the Faithful 185 Cat's Grace 186 Hope 187 Courage
kreso Posted October 30, 2014 Posted October 30, 2014 Contingency Instance [232]: New param2 options since BGEE*10 - Every round *12 - Killed *13 - TimeOfDay *14 - Range(m_special) *15 - StateCheck(m_special) *16 - Dies *17 - Died *18 - TurnedBy *19 - HP < special *20 - HPPercent < special Is there any chance something like this could be implemented in BGEE? This is lovely.
CamDawg Posted October 31, 2014 Author Posted October 31, 2014 Contingency Instance [232]: New param2 options since BGEE *10 - Every round *12 - Killed *13 - TimeOfDay *14 - Range(m_special) *15 - StateCheck(m_special) *16 - Dies *17 - Died *18 - TurnedBy *19 - HP *20 - HPPercent Is there any chance something like this could be implemented in BGEE? This is lovely. Many of these are in BGEE/BGIIEE already. I know for sure the Night Club uses 13, and Dorn's sword uses 12. I know we specifically added 19 and 20 for IWDEE to have better troll death/revive sequences (no more waiting for scripts) and that's also going to be in the BGIIEE 1.3 patch.
kreso Posted October 31, 2014 Posted October 31, 2014 that's also going to be in the BGIIEE 1.3 patch. Well, Time of Day is neat for some Lycanthrope kit mod I guess - but both 19 and 20 look very interesting. Indulge my curiosity, how does 15) work?
Avenger Posted October 31, 2014 Posted October 31, 2014 301: "this weapon" being the weapon that has this effect as an equipping effect? It doesn't sound like any other use would make sense. Crash, no effect, hmm? You could have the effect coming from a ring or even a spell in which case 'this weapon' option has no meaning.
Avenger Posted October 31, 2014 Posted October 31, 2014 that's also going to be in the BGIIEE 1.3 patch. Well, Time of Day is neat for some Lycanthrope kit mod I guess - but both 19 and 20 look very interesting. Indulge my curiosity, how does 15) work? 15 works like Poisoned (6) or Helpless(5) worked, but instead of an implicit value, you can use any Statecheck value. You need to put this new value into the 'special' field.
Demivrgvs Posted January 18, 2016 Posted January 18, 2016 Sorry to necro this but why the hell did they do this? State: Invisibility [20]: param2 = 1 - Improved Invisibility now applies a non-cumulative 4 point bonus to all saving throws of the target It even seems "we" supported this change despite the fact that: - it adds even more hardcoded stuff (wasn't EE supposed to go in the opposite direction?) - it goes against IWD 3rd edition rules! - EE had an opcode to make II work as per vanilla without the stacking issue
Avenger Posted January 19, 2016 Posted January 19, 2016 The iesdp forum isn't a good place to ask questions like this. It is to post facts about engine behavior. And apparently you answered your question with that link. Note, i was on the fence about this and still is.
Demivrgvs Posted January 19, 2016 Posted January 19, 2016 The iesdp forum isn't a good place to ask questions like this. It is to post facts about engine behavior. And apparently you answered your question with that link. Note, i was on the fence about this and still is. What do you suggest me to do? Necro that link? PM an EE developer and implore them to remove that hardcoded thing?
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