rivvers
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Posts posted by rivvers
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6 hours ago, kjeron said:
Both lines are true. The second is listed because op39 is capable of setting STATE_HELPLESS on the CRE structure with certain timing modes, in which case this opcode will fall short of removing all of it's effects. It's not mentioned in similar cure opcodes because their counterparts are only capable of maintaining STATE_HELPLESS, not setting it in the CRE structure.
True, i have misread the description, I read STATE_SLEEPING twice. My bad.
6 hours ago, kjeron said:Type 6 is not cumulative, the source is irrelevant. Neither op12 or op18 check for existing type 6 effects. The engine uses the "best" type 6 effect among all those currently present on the creature, similar to Base AC/op0.
ok I assume this has been patched to 2.6
6 hours ago, kjeron said:Cannot remove op210. Op210 applies op45, which op46 can then remove. If op210 is presently delayed when op46 is applied, or applied in the same effect stack as op46, nothing will be removed.
True again. It can remove the stun of opcode 210 but not the opcode 210 directly.
Thanks to you, I'll correct my post
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hey, I would like to make some minor additions
Opcode 2QuoteRemoves opcode #39 effects and the STATE_SLEEPING flag
Note: Does not remove the STATE_HELPLESS flag.First one.
Opcode 3
Type == 1 : Sets BERSERKSTAGE2 to 1Opcode 24
This opcode set the STATE_PANIC flagOpcode 25
This opcode set the STATE_POISONED flag
Quoteif the Amount_1 field is less than 256, damage is dealt while HP > 100 / 'Amount_1'
it is rather : HP >= 100 / 'Amount_1'
If Amount_1 == 1, damage is dealt until HP == 99
If Amount_1 == 2, damage is dealt until HP == 49
If Amount_1 == 99, damage is dealt until HP == 1
If Amount_1 == 100, damage is dealt until deathOpcode 38
On EE, bard's song has no effect
Opcode 45
Sets HOLD to 1
Opcode 46
also remove opcode #109
and opcode #210Opcode 47
Removes opcode #20
Does not affect creatures with STATE_NONDETECTION
Opcode 48
Removes opcode #38Opcode 50
First byte = Location
Not implemented on version 2.5, maybe only on 2.6 ?if you have any questions, please do not hesitate
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Hey, I'm coming over personally. My apologies for the delay.
Thank you JohnBob for posting my remarks and lynx for checking and taking them.
Before I start, this information is from decompiling and testing on version 2.5.
I am far from being an expert, but unless I make a personal error or change in version 2.6, the information is quite reliable.
I should point out that my English is so-so.Quote#100 / 178 / 179 - how was this tested? AFAIK it's used by some internal AI targetting logic, so just trying regular combat is not a good test.
I did some « not good » testing at the time but what I know is that these choices are not implemented in the game engine.
For some opcodes it works fine : 55, 109, 175, 177, 185, 238, 283, 319...
But not for the following ones: 100, 178, 179 & 219Quote#16 sounds like a bug or improper testing — why would they go add an identical mode?
Maybe it is a bug but it is easy to test. Effects with Type 6 are cumulative, like 0.
This mode is used internally by opcode 12, for flags 7 & 8. And, yes, these effects are not cumulative.
BUT this restriction is configured in opcode 12, not in opcode 18.
So, this mode does not stack if used by opcode 12 because opcode 12 checks if a mode 6 effect is active but if used directly from opcode 18, there is no restriction.Fake or patched.
Thanks to you
Questions regarding item enchantment level (+1, +2, etc.)
in EE Fixpack
Posted
There are many special cases: no rule can explain everything
What I notice about special cases is that the damage bonus is the most useless part of the equation.
It's the most changeable value and most +N values can be explained without it.