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FredSRichardson

IWD2: CRE State Flags

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I've been trying to figure out what the CRE flags mean in IWD2. I've seen the following bits used (this is from scanning all the CRE's):

HEX			 BIT		 MEANING
-------------------------------------------
0x00000001		0		 unknown?
0x00000002		1		 remove corpse?
0x00000004		2		 keep corpse?
0x00000800	   11		 ENABLED
0x00002000	   13		 ??
0x04000000	   26		 ??
0x20000000	   29		 ??
0x40000000	   30		 ??

The meaning here I gleaned from DLTCP and an old post on this forum. Does anyone know any more about what these are or what they do?

 

Thanks!

 

-Fred

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I did notice a few things. In IWD1 and IWD2, bit 26 is set for Wyverns.

 

In IWD1, bit 0 is set for (and only for) all spiders, but in IWD2 it's set for half-goblin's and some of the spiders. I thought maybe in IWD1 it would grant immunity to web or something.

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Hah! Oh well, it was worth a try. :)

 

I tried a web spell on a CRE with bit 0 set (IWD2) and there was no change. I wonder what's so special about spiders? Maybe it's some other immunity like poison?

 

edit: I tried poison with this bit set but it made no difference. I guess I'll have to assume that these bits mean the same thing in IWD1 and IWD2...

Edited by FredSRichardson

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If these are the CRE flags (at 0x10 in BG, vs. the weird not-really-useful state flags), then no, beyond the few in BG2 that are known, I don't know of anyone who's been able to figure them out.

 

In BG, bits 0, 24, and 26 were common; these disappeared in SoA, but then returned in ToB for some reason. Absolutely clueless as to what any of it does.

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If these are the CRE flags (at 0x10 in BG, vs. the weird not-really-useful state flags), then no, beyond the few in BG2 that are known, I don't know of anyone who's been able to figure them out.

 

In BG, bits 0, 24, and 26 were common; these disappeared in SoA, but then returned in ToB for some reason. Absolutely clueless as to what any of it does.

 

Okay, I'll have to move on from these and assume they can be converted safely "as is" from IWD1 to IWD2. Thanks for the help though! :)

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I think one of those bits prevents spell interruption through damage (it might have been bit 3 or 4).

 

-Galactygon

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I think one of those bits prevents spell interruption through damage (it might have been bit 3 or 4).

 

-Galactygon

Thanks! Yes, that's one of the few I could get some documentation on, but I think I have to give up on trying to figure these out (unfortunately).

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I think one of those bits prevents spell interruption through damage (it might have been bit 3 or 4).
I've seen this suggested for BG2 CREs (I think it was bit 0?), but there wasn't any real consensus (and based on the way it's used in BG and BG2, I find it pretty hard to believe).

 

Avenger needs to disassemble and study (or find and kidnap Mark D and force him to start naming constants).

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Bit 13 seems to get set on any character that is "critical to the plot", i.e. they die - and you have to re-load (e.g. Nickademus).

 

And wyverns are supposed to have their own special BAMs (WVDEATH and WVHITH), which could explain why they have bit 26...

Edited by Da Rock

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Bit 13 seems to get set on any character that is "critical to the plot", i.e. they die - and you have to re-load (e.g. Nickademus).

This seems to be the case. Reig Redwaters, the man with the wounded arm whom you meet when coming off Hedron's ship, specifically disables this bit during dialog via the script action, SetCriticalPathObject("REIG",FALSE).

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Bit 13 seems to get set on any character that is "critical to the plot", i.e. they die - and you have to re-load (e.g. Nickademus).

 

And wyverns are supposed to have their own special BAMs (WVDEATH and WVHITH), which could explain why they have bit 26...

WVDEATH/WVHITH are not wyvern but Wailing Virgin.

 

As a related info, 0xe9 opcode and the spellhiteffect* actions plays these animations. I use this file as a .2da in gemrb for those actions/effect.

 

The first column is the name of the animation (from sheffect.ids, sometimes shortened) the second column is the actual animation i took from the .exe:

 

Symbol ResRef

ABJURATION ABJURH

ALTERATION ALTERH

INVOCATION INVOCH

NECROMANCY NECROH

CONJURATION CONJUH

ENCHANTMENT ENCHAH

ILLUSION ILLUSH

DIVINATION DIVINH

ARMOR ARMORH

SPIRIT_ARMOR SARMORH

GHOST_ARMOR GARMORH

STRENGTH STRENGH

CONFUSION CONFUSH

SHROUD_OF_FLAME SOFLAMH

DEATH_SPELL DSPELLH

DISINTEGRATE DISINTH

PWORD_SILENCE PWSILEH

PWORD_STUN ???????

FINGER_OF_DEATH FODEATH

MORD_SWORD MSWORDH

M_SUMMONING_I MSUMM1H

M_SUMMONING_II MSUMM2H

M_SUMMONING_III MSUMM3H

M_SUMMONING_IV MSUMM4H

M_SUMMONING_V MSUMM5H

M_SUMMONING_VI MSUMM6H

M_SUMMONING_VII MSUMM7H

C_FIRE_ELEMENT CFELEMH

C_EARTH_ELEMENT CEELEMH

C_WATER_ELEMENT CWELEMH

BLESS BLESSH

CURSE CURSEH

PRAYER PRAYERH

RECITATION RECITAH

CURE_LIGHT_W CLWOUNH

CURE_MODERATE_W CMWOUNH

CURE_SERIOUS_W CSWOUNH

CURE_CRITICAL_W CCWOUNH

HEAL HEALH

A_SUMMONING_I ASUMM1H

A_SUMMONING_II ASUMM2H

A_SUMMONING_III ASUMM3H

SLOW_POISON SPOISOH

NEUTRALIZE_P NPOISOH

CALL_LIGHTNING SCHARGH

STATIC_CHARGE SCHARGH

REMOVE_PARA RPARALH

FREE_ACTION FACTIOH

MISCAST_MAGIC MMAGICH

STRENGTH_OF_ONE SOONEH

CHAMP_STRENGTH CSTRENH

FLAME_STRIKE STRIKH

RAISE_DEAD RDEADH

RESURRECTION RESURRH

CHAOTIC_CMD CCOMMAH

RIGHTEOUS_WRATH RWOTHFAH

SUNRAY SUNRAYX

SPIKE_STONES SSTONEA

D_DOOR_ORIGIN ???????

D_DOOR_DEST ???????

CONE_OF_COLD COCOLDH

SEARING_ORB SSORBH

FIRE FIREH

COLD COLDH

ELECTRICITY ELECTRH

ACID ACIDH

PARALYSIS PARALH

MALAVONS_RAGE MRAGEH

R_WRATH_GROUND RWOTFAG

BELHIFETS_DEATH BDEATH

PORTAL ???????

SUNSCORCH SUNSCOH

BLADE_B_FRONT BBARH1

BLADE_B_BACK BBARH2

C_OF_BONE_FRONT COBONH1

C_OF_BONE_BACK COBONH2

CAUSE_LIGHT_W CLDAMAH

CAUSE_MOD_W CMDAMAH

CAUSE_SERIOUS_W CSDAMAH

CAUSE_CRIT_W CCDAMAH

CAUSE_DISEASE CDISEAH

POISON POISONH

SLAY_LIVING SLIVINH

HARM HARMH

DESTRUCTION DESTRUH

EXALTATION EXALTAH

CLOUDBURST CLOUDBH

MOLD_TOUCH MTOUCHH

LOWER_RES ????????

CATS_GRACE CGRACEH

SOUL_EATER SEATERH

SMASHING_WAVE SWAVEH

SUFFOCATE ???????

HORRID_WILTING ADHWILH

FORCE_MISSILE MFMISSX

VITR_SPHERE VSPHERX

W_VIRGIN_DEATH WVDEATH

UNDEAD_WARD UWARDX

W_VIRGIN_ON_HIT WVHITH

WYLFDENE_DEATH1 WDEATH1

WYLFDENE_DEATH2 WDEATH2

DRAGON_DEATH1 DDEATH

DRAGONS_DEATH2 DDEATH2

M_SUMM_CIRCLE ????????

A_SUMM_CIRCLE ????????

E_SUMM_CIRCLE ???????

F_SUMM_CIRCLE ???????

W_SUMM_CIRCLE ???????

ELECTRIC_LOOP GELOOPX

DARKTREE_ATTACK DATTACH

WALL_OF_MOON WOMOONX

 

(The ????? are not found in their place in the .exe, most likely because their string is already in the exe earlier. Those need more research to find).

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