WizWom Posted August 27, 2006 Share Posted August 27, 2006 I'm looking at how NearInfinity interprets this, and I think it's wiser, it uses the low owrd as a damage style, and the high ord as the damage type. Actually, it looks like damage type can be a bit field, with crushing the default: 0x0001 ACID 0x0002 COLD 0x0004 ELECTRICITY 0x0008 FIRE 0x0010 PIERCING 0x0020 POISON 0x0040 MAGIC 0x0080 MISSILE 0x0100 SLASHING 0x0200 MAGICFIRE 0x0400 MAGICCOLD 0x0800 STUNNING 0x1000 SOULEATER 0x2000 DISEASE 0x4000 ? 0x8000 ? I will test some - Setting damage to FIRE and MAGICALFIRE does not seem to bother the engine. Will test against resistences. 0x0208 - not affected by 100% FIRE or 100% AMGICFIRE or both 100% So, it's not a bit field. The low word, appears to interpret as: 0x0000 Save for no damage 0x0001 Set to Value - sets hit points to <damage determined> if save is missed. also seems to prevent damage display. 0x0002 Set to Percentage - sets hit points to <damage determind>% of current if save is missed. Also seems to prevent damage display. 0x0003 Reduce by Percentage - save for no damage - trying to see if anything manipulates this - no, nothing seems to 0x0004 no damge at all, roll for save 0x0005 no damge at all, roll for save 0x1903 no damage at all, roll save 0x3203 no damage at all, roll save I could keep on going, but it seems there is no "reduce by percentage" or "save for half damage" or "save for percentage damage" or anything. Any thing other than a 0 in this word stops damage display, it seems. Link to comment
Avenger Posted August 27, 2006 Share Posted August 27, 2006 The half damage stuff is only in iwd2. Along with some of the higher damage types, like soul eater. Link to comment
Andyr Posted August 28, 2006 Share Posted August 28, 2006 I have just been fiddling with a spell now, and setting the damage type to MAGIC did precisely nothing to a group of creatures (i.e. they did not take damage). Setting it to other values meant they took damage. Not sure if there's some rule behind this (MAGIC = broken?), but I figured I'd let you know. Link to comment
WizWom Posted August 28, 2006 Author Share Posted August 28, 2006 I have just been fiddling with a spell now, and setting the damage type to MAGIC did precisely nothing to a group of creatures (i.e. they did not take damage). Setting it to other values meant they took damage. Not sure if there's some rule behind this (MAGIC = broken?), but I figured I'd let you know. I changed a Necklace of Missiles to MAGIC damage, and the damage was dealt properly. BGII/ToB w 26498 patch Link to comment
WizWom Posted August 28, 2006 Author Share Posted August 28, 2006 Damge STUNNING: Is normal damage, but if the last HP is done by STUNNING, then the creature keeps 1 HP, and falls asleep for a round. The values above are probably "special", that is, checked for exatly; damage which is not of a special type checked for in the code will be general, that is, it appears no resistence will stop it. Link to comment
Andyr Posted August 28, 2006 Share Posted August 28, 2006 I have just been fiddling with a spell now, and setting the damage type to MAGIC did precisely nothing to a group of creatures (i.e. they did not take damage). Setting it to other values meant they took damage. Not sure if there's some rule behind this (MAGIC = broken?), but I figured I'd let you know. I changed a Necklace of Missiles to MAGIC damage, and the damage was dealt properly. BGII/ToB w 26498 patch That's odd. I'll see if I notice the issue with any other spells. Link to comment
Andyr Posted August 28, 2006 Share Posted August 28, 2006 I looked at Magic Missile first, actually, and the damage type wasn't set to MAGIC but some value listed in NI as Unknown. Link to comment
Avenger Posted August 28, 2006 Share Posted August 28, 2006 Chances are NI is broken, or you Link to comment
WizWom Posted August 28, 2006 Author Share Posted August 28, 2006 Easy to get confused; there is the "spell ability" first, which has a damage type, then the damage effect of the spell ability, which has a damage type. Now, i THINK you could make a damaging spell which caused one of the physical damage types without having a damage effect, but that's conjecture, I haven't tried it. Link to comment
Andyr Posted August 28, 2006 Share Posted August 28, 2006 It was the damage type set in the effect using the opcode itself which I altered. Link to comment
devSin Posted August 29, 2006 Share Posted August 29, 2006 NI will get values for the high word from DAMAGES. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.