Avenger Posted June 12, 2005 Share Posted June 12, 2005 Ok, Turn() is used to start the turn undead action of paladin/clerics. It is also noted that Turn() chances are based on the class (of the cleric/paladin), and the levels (both the undead and the cleric). () was added by me. What isn't clear: where are the chance/success tables? Are they hardcoded in the exe? Or, there is no table but a single formula? What is it then? I know there is a stat 'level of turning undead'. Which is apparently not moddable (in the old engine), but will be moddable in GemRB. Link to comment
igi Posted June 12, 2005 Share Posted June 12, 2005 It's moddable in the IWD series, IIRC. I've don't recall seeing any tables or information relating to the chances of success anywhere. Is this based on a D&D rule - if so, Bio may have taken the numbers from that for a base. Link to comment
Avenger Posted June 12, 2005 Author Share Posted June 12, 2005 You must be talking about TurnAMT(x) Any information about that action would be good as well. Link to comment
igi Posted June 12, 2005 Share Posted June 12, 2005 No, not TurnAMT, but Turn(). I'd guess it uses Stat 55 TURNUNDEADLEVEL, which I'd guess could be modified by action 242 ChangeStat(O:Object*,I:Stat*Stats,I:Value*,I:Modifier*StatMod). It's one of those things I've been meaning to look into, but never got around to. Link to comment
Avenger Posted June 18, 2005 Author Share Posted June 18, 2005 You must be talking about TurnAMT(x)Any information about that action would be good as well. <{POST_SNAPBACK}> TurnAMT(x) changes the orientation of the character. In other words it is a relative Face(x) action. Link to comment
Avenger Posted June 25, 2005 Author Share Posted June 25, 2005 Btw, i wasn't able to set the TurnUndeadLevel correctly... The modified stat appears in the .cre file, but not displayed. The displayed stat is calculated from classlevelcleric/classlevelpaladin Link to comment
igi Posted June 25, 2005 Share Posted June 25, 2005 Thats pretty sucky Still, worth knowing about. Link to comment
aVENGER_(RR) Posted April 19, 2009 Share Posted April 19, 2009 What isn't clear: where are the chance/success tables? Are they hardcoded in the exe?Or, there is no table but a single formula? What is it then? According to my testing, in BG2:ToB Turn Undead seems to work like this: If the character's Turn Undead Level is at least 3 points higher than the target's level, the target will get turned (i.e. it will flee). If the character's Turn Undead Level is at least 7 points higher than the target's level, the target will be Destroyed (i.e. chunked) or Controlled (i.e. green circle) depending on the character's alignment. For example, a level 10 Cleric can Turn a level 7 Mummy (MUMMY01.CRE) and make it flee, but it takes a level 14 Cleric to Destroy/Control it. Link to comment
Taimon Posted April 20, 2009 Share Posted April 20, 2009 I can confirm the 7 point difference (target_cre_level, turn_undead_level) for destroying/controlling but the one for turning is actually variable (0 - 3). It depends on a value that the engine uses internally for identifying the actors. (I think it's the "actor enumeration value" that is mentioned in the CRE file format.) Not sure what the programmers were thinking, maybe they needed some kind of random value. (Although it's not random at all.) The lower two bits of this value are used. So in the worst case your turn_undead_ level has to be 3 points greater than the target_cre_level, but it is also possible to turn a cre that has the same level. Link to comment
Avenger Posted April 21, 2009 Author Share Posted April 21, 2009 If this is about the target undead, then i guess the goal is to destroy every 2nd, or 3rd undead. So, it is a cheap d4 value with the side effect of being distributed evenly (not random at all). Thanks for the good information! Link to comment
Taimon Posted April 21, 2009 Share Posted April 21, 2009 I would agree if it was the "actor id" of the undead target that this behaviour depends on, but it's actually the id of the caster. (If you start a new game, your main char usually has 0xE0, the first npc 0xE1, and so on. But it seems that they can change, while you are playing.) Doesn't make any sense to me. Link to comment
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