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rivvers

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Posts posted by rivvers

  1. There are many special cases: no rule can explain everything

    Quote

    Namarra +2 / Staff of the Ram +4 / Albruin +1 / Crom Faeyr +5 (enchantment level / thac0)
    The Uncursed Staff +1 / Azuredge +3 (enchantment level)
    Mace of Disruption +1 / The Equalizer (damage / thac0)
    Staff of the Magi (/)

    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.

  2. 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

  3. hey, I would like to make some minor additions

     

    Opcode 2

    Quote

    Removes 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 1

     

    Opcode 24
    This opcode set the STATE_PANIC flag

     

    Opcode 25

    This opcode set the STATE_POISONED flag

    Quote

    if 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 death

     

    Opcode 38

    On EE, bard's song has no effect

     

    Opcode 45

    Sets HOLD to 1

     

    Opcode 46

    also remove opcode #109 and opcode #210

     

    Opcode 47

    Removes opcode #20

    Does not affect creatures with STATE_NONDETECTION

     

    Opcode 48
    Removes opcode #38

     

    Opcode 50
    First byte = Location
    Not implemented on version 2.5, maybe only on 2.6 ?

     

    if you have any questions, please do not hesitate

  4. 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 & 219

     

    Quote

    #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

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