Avenger Posted August 26, 2006 Share Posted August 26, 2006 These opcodes don't apply the effects as iesdp states, but mark that the target will use the specified feat in the next attack. 0x1c5 Power Attack (uses feat 47 if exists) 0x1c6 Expertise (uses feat 19 if exists) 0x1c7 ArterialStrike (uses feat 5 if exists) 0x1c8 HamString (uses feat 27 if exists) 0x1c9 RapidShot (uses feat 49 if exists) They are ineffective if the target (the attacker) has no such feat. Link to comment
Avenger Posted August 27, 2006 Author Share Posted August 27, 2006 Some more info on these 5 feats. They work as semi-modal actions. Both Expertise/Power attack and Arterial Strike/Hamstring are mutually exclusive. The current usage of the feats is visible in the .gam structure. (in saved game). Here is a snippet from ielister. The offsets here are increased by the game header (so adjust them accordingly). 030ah Soundset 2BTF0 0312h Voiceset FEMALE_BARD_1 0332h UNKNOWN 00000000 0336h UNKNOWN 00000000 033ah UNKNOWN 00000000 033eh Expertise 00000000 0342h Power Attack 00000005 0346h Arterial Str 00000001 034ah Hamstring 00000000 034eh Rapid Shot 00000001 Link to comment
Avenger Posted August 27, 2006 Author Share Posted August 27, 2006 btw, the few unknowns in the bg2/iwd1 chr header are related to the quick weapons. They are the weapon ability selectors, 0-2. (0xffff = unused). Link to comment
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