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Tweaked descriptions – part 3 #81

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2 changes: 1 addition & 1 deletion _opcodes/op012-bgee.html
Original file line number Diff line number Diff line change
Expand Up @@ -108,7 +108,7 @@
{% include note.html %}

{% capture note %}
If this effect reduces target to -20 (Allegiance: [PC]) or -9 (any other Allegiance value) hit points, it also applies opcode #13 of the specified type:
If this effect reduces target to -20 (Allegiance: [PC]) or -9 (any other Allegiance value) hit points, it also applies <a href="#op13">opcode #13</a> of the specified type:
<ul>
<li>Crushing/Slashing/Piercing: Exploding Death</li>
<li>Acid/Unlisted: Acid Death</li>
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2 changes: 1 addition & 1 deletion _opcodes/op024.html
Original file line number Diff line number Diff line change
Expand Up @@ -13,4 +13,4 @@
Applies the horror effect to the targeted creature(s) in the style specified by the 'Type' field, which is suspected to be an EE extension.
<br/>Known values for 'Type' are:
<br/>0 -> Default
<br/>Non-zero -> Bypass opcode #101 (Immunity to effect)
<br/>Non-zero -> Bypass <a href="#op101">opcode #101</a> (Immunity to effect)
30 changes: 15 additions & 15 deletions _opcodes/op025-bgee.html
Original file line number Diff line number Diff line change
Expand Up @@ -13,43 +13,43 @@
iwd2: 0
pst: 0
---
Damages the target by a certain amount, in the style specified by the <code>Type</code> field.
<br/>Known values for <code>Type</code> are:
Damages the target by a certain amount, in the style specified by the 'Type' field.
<br/>Known values for 'Type' are:
<ul>
<li><code>0</code> => Inflict 1 HP per second (<code>Amount_2</code> and <code>Frequency Multiplier</code> are ignored – <code>Amount_1</code> needs to be non-zero)</li>
<li><code>1</code> => Inflict 1 HP per second (for best results, leave <code>Amount_2</code> and <code>Frequency Multiplier</code> at zero, <code>Amount_1</code> between <code>1</code> and <code>101</code>)</li>
<li><code>2</code> => Deal <code>Amount_1</code> damage every <code>Frequency Multiplier</code> second(s)</li>
<li><code>3</code> => Deal one damage every <code>Amount_1 * Frequency Multiplier</code> second(s)</li>
<li><code>4</code> => Deal <code>Amount_2</code> damage every <code>Amount_1 * Frequency Multiplier</code> second(s) – This is the only one that must be in external EFF files</li>
<li><code>5+</code> => Crash</li>
<li>0 => Inflict 1 HP per second ('Amount_2' and 'Frequency Multiplier' are ignored – 'Amount_1' needs to be non-zero)</li>
<li>1 => Inflict 1 HP per second (for best results, leave 'Amount_2' and 'Frequency Multiplier' at zero, 'Amount_1' between 1 and 101)</li>
<li>2 => Deal 'Amount_1' damage every 'Frequency Multiplier' second(s)</li>
<li>3 => Deal one damage every 'Amount_1' * 'Frequency Multiplier' second(s)</li>
<li>4 => Deal 'Amount_2' damage every 'Amount_1' * 'Frequency Multiplier' second(s) – This is the only one that must be in external <a href="../file_formats/ie_formats/eff_v2.htm">EFF</a> files</li>
<li>5+ => Crash</li>
</ul>

<code>Icon</code> defines the index from <code>statdesc.2da</code> for custom portrait icons. Default value is <code>6 // Poisoned</code>.
'Icon' defines the index from <a href="../files/2da/2da_bgee/statdesc.htm">STATDESC.2DA</a> for custom portrait icons. Default value is 6 (Poisoned).
<br/>

{% capture note %}
The <code>Damage Amount</code> parameters should be set to a positive value.
The Damage Amount parameters should be set to a positive value.
{% endcapture %}

{% include important.html %}

{% capture note %}
If <code>Frequency Multiplier = 0</code>, its value is treated as <code>1</code>. This is the default value for SPL/ITM effects.
If 'Frequency Multiplier' = 0, its value is treated as 1. This is the default value for SPL/ITM effects.
{% endcapture %}

{% include info.html %}

{% capture note %}
When the effect is NOT attached through <a href="#op177">opcode #177</a>, <code>Frequency Multiplier</code> will be replaced when using <a href="#op329">opcode #329</a> (Slow Poison) – not necessarily "slow" though, as it can increase or decrease the frequency.
When the effect is NOT attached through <a href="#op177">opcode #177</a>, 'Frequency Multiplier' will be replaced when using <a href="#op329">opcode #329</a> (Slow Poison) – not necessarily "slow" though, as it can increase or decrease the frequency.
{% endcapture %}

{% include note.html %}

{% capture note %}
When the <code>Type</code> field is <code>1</code>:
When the 'Type' field is 1:
<ul>
<li>if the <code>Frequency Multiplier</code> field is non-zero, damage is always dealt.</li>
<li>if the <code>Amount_1</code> field is less than <code>256</code>, damage is dealt while <code>HP > 100 / Amount_1</code>.</li>
<li>if the 'Frequency Multiplier' field is non-zero, damage is always dealt.</li>
<li>if the 'Amount_1' field is less than 256, damage is dealt while HP > 100 / 'Amount_1'.</li>
</ul>
{% endcapture %}

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2 changes: 1 addition & 1 deletion _opcodes/op039.html
Original file line number Diff line number Diff line change
Expand Up @@ -17,7 +17,7 @@
<li>0 => Yes</li>
<li>1 => No</li>
</ul>
'Icon' defines the index from statdesc.2da for custom portrait icons (EE only).
'Icon' defines the index from <a href="../files/2da/2da_bgee/statdesc.htm">STATDESC.2DA</a> for custom portrait icons (EE only).

{% capture note %}
A permanent timing mode will set the STATE_HELPLESS flag. In such a case, that flag cannot be removed in-game.
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2 changes: 1 addition & 1 deletion _opcodes/op041.html
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@
iwd2: 0
pst: 0
---
Displays the sparkle effect specified by the 'Type' field, in the colour specified by the 'Colour' field. The colour field may be connected to sprkclr.2da.
Displays the sparkle effect specified by the 'Type' field, in the colour specified by the 'Colour' field. The colour field may be connected to <a href="../files/2da/2da_bgee/sprklclr.htm">SPRKLCLR.2DA</a>.
<br/>Known values for 'Colour' are:
<br/>0 Crash
<br/>1 Black
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2 changes: 1 addition & 1 deletion _opcodes/op046.html
Original file line number Diff line number Diff line change
Expand Up @@ -10,5 +10,5 @@
iwd2: 1
pst: 0
---
Unstuns the targeted creature(s) (opcode #45).
Unstuns the targeted creature(s) (<a href="#op45">opcode #45</a>).
<br/>This effect ignores durations attributed to it.
2 changes: 1 addition & 1 deletion _opcodes/op053.html
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@
pst: 0
---
Alters the animation of the targeted creature(s) to the animation specified by the 'Animation ID' field, in the style specified by the 'Type' field.
<br/>Known values for Animation ID' are: (from animate.ids - in decimal)
<br/>Known values for Animation ID' are: (from <a href="../files/ids/bgee/animate.htm">ANIMATE.IDS</a> - in decimal)
<br/>Known values for 'Type' are:
<br/>0 Change animation - non-permanently
<br/>1 Remove any non-permanent animation change ('Animation ID' is unused)
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77 changes: 41 additions & 36 deletions _opcodes/op078-bgee.html
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,6 @@
param1: "Amount"
param2: "Type"
param4: "Frequency Multiplier"
resource: "SPL file"
special: "Icon"
bg1: 0
bg2: 0
Expand All @@ -13,27 +12,27 @@
iwd2: 0
pst: 0
---
Set the <code>Amount</code> parameter as the amount of damage, and the <code>Disease Type</code> parameter as how the disease functions.
<br/>Known values for <code>Type</code> are:
Set the 'Amount' parameter as the amount of damage, and the Disease Type parameter as how the disease functions.
<br/>Known values for 'Type' are:
<ul>
<li><code>0</code> => Inflict 1 HP per second (<code>Frequency Multiplier</code> is ignored – <code>Amount</code> needs to be non-zero)</li>
<li><code>1</code> => Inflict 1 HP per second (for best results, leave <code>Frequency Multiplier</code> at zero, <code>Amount</code> between <code>1</code> and <code>101</code>)</li>
<li><code>2</code> => Deal <code>Amount</code> damage every <code>Frequency Multiplier</code> second(s)</li>
<li><code>3</code> => Deal one damage every <code>Amount * Frequency Multiplier</code> second(s)</li>
<li><code>4</code> => Reduce Strength score by <code>Amount</code></li>
<li><code>5</code> => Reduce Dexterity score by <code>Amount</code></li>
<li><code>6</code> => Reduce Constitution score by <code>Amount</code></li>
<li><code>7</code> => Reduce Intelligence score by <code>Amount</code></li>
<li><code>8</code> => Reduce Wisdom score by <code>Amount</code></li>
<li><code>9</code> => Reduce Charisma score by <code>Amount</code></li>
<li><code>10</code> => Slow Effect</li>
<li><code>11</code> => Mold touch/Single</li>
<li><code>12</code> => Mold touch/Decrement</li>
<li><code>13</code> => Contagion</li>
<li>0 => Inflict 1 HP per second ('Frequency Multiplier' is ignored – 'Amount' needs to be non-zero)</li>
<li>1 => Inflict 1 HP per second (for best results, leave 'Frequency Multiplier' at zero, 'Amount' between 1 and 101)</li>
<li>2 => Deal 'Amount' damage every 'Frequency Multiplier' second(s)</li>
<li>3 => Deal one damage every 'Amount' * 'Frequency Multiplier' second(s)</li>
<li>4 => Reduce Strength score by 'Amount'</li>
<li>5 => Reduce Dexterity score by 'Amount'</li>
<li>6 => Reduce Constitution score by 'Amount'</li>
<li>7 => Reduce Intelligence score by 'Amount'</li>
<li>8 => Reduce Wisdom score by 'Amount'</li>
<li>9 => Reduce Charisma score by 'Amount'</li>
<li>10 => Slow Effect</li>
<li>11 => Mold touch/Single</li>
<li>12 => Mold touch/Decrement</li>
<li>13 => Contagion</li>
</ul>
<br/><br/><code>Amount</code> can be positive (penalty) or negative (bonus).
<br/><br/>'Amount' can be positive (penalty) or negative (bonus).
<br/><br/>
<code>Icon</code> defines the index from <code>statdesc.2da</code> for custom portrait icons. Default value is <code>none // no icon</code>.
'Icon' defines the index from <a href="../files/2da/2da_bgee/statdesc.htm">STATDESC.2DA</a> for custom portrait icons. Default value is none (no icon).
<br/>

{% capture note %}
Expand All @@ -43,7 +42,13 @@
{% include important.html %}

{% capture note %}
If <code>Frequency Multiplier = 0</code>, its value is treated as <code>1</code>. This is the default value for SPL/ITM effects.
This opcode deals "Poison" damage, except Mold Touches, which deal "Magic" damage.
{% endcapture %}

{% include info.html %}

{% capture note %}
If 'Frequency Multiplier' = 0, its value is treated as 1. This is the default value for SPL/ITM effects.
{% endcapture %}

{% include info.html %}
Expand All @@ -55,42 +60,42 @@
{% include info.html %}

{% capture note %}
Contagion is a composite of Strength, Dexterity, Charisma drain and the Slow effect, each ability score reduced by <code>Amount</code>.
Contagion is a composite of Strength, Dexterity, Charisma drain and the Slow effect, each ability score reduced by 'Amount'.
{% endcapture %}

{% include info.html %}

{% capture note %}
When the <code>Type</code> field is <code>1</code>:
When the 'Type' field is 1:
<ul>
<li>if the <code>Frequency Multiplier</code> field is non-zero, damage is always dealt.</li>
<li>if the <code>Amount</code> field is less than <code>256</code>, damage is dealt while <code>HP > 100 / Amount</code>.</li>
<li>if the 'Frequency Multiplier' field is non-zero, damage is always dealt.</li>
<li>if the 'Amount' field is less than 256, damage is dealt while HP > 100 / 'Amount'.</li>
</ul>
{% endcapture %}

{% include note.html %}

{% capture note %}
<code>Mold touch</code> is complicated and not consistent across the EE games.
The general idea is that it deals <code>x</code> or <code>xd6</code> damage and applies the <code>SPL</code> specified by the resource key every (round or second) for either <code>1</code> round (single) or across multiple rounds dealing less each round (decrement).
Mold touch is complicated and not consistent across the EE games.
The general idea is that it deals x or xd6 damage and applies the SPL file specified by the resource key every (round or second) for either 1 round (single) or across multiple rounds dealing less each round (decrement).
In particular:
<ul>
<li>If <code>Type=11</code>, then the damage dealt is always <code>1</code></li>
<li>if <code>Type=11</code>, then the damage dealt depends on the game:
<li>If 'Type'=11, then the damage dealt is always 1</li>
<li>if 'Type'=12, then the damage dealt depends on the game:
<ul>
<li><code>IWD:EE</code> uses <code>Amount</code> for 'x', and calculates duration as <code>6 * Amount</code>.</li>
<li><code>BG:EE</code> calculates 'x' from <code>duration / 6</code>. (It's reasonable to assume that <code>BG2:EE</code> uses this one as well).</li>
<li>If you set <code>duration = 6 * Amount</code>, it should junction the same in both games.</li>
<li>IWD:EE uses 'Amount' for 'x', and calculates 'duration' as 6 * 'Amount'.</li>
<li>BG:EE calculates 'x' from 'duration' / 6. (It's reasonable to assume that BG2:EE uses this one as well).</li>
<li>If you set 'duration' = 6 * 'Amount', it should junction the same in both games.</li>
</ul>
</li>
</ul>
<code>Frequency Multiplier</code> determines whether it deals damage every second or every round, and whether it deals <code>x</code> or <code>xd6</code> damage.
'Frequency Multiplier' determines whether it deals damage every second or every round, and whether it deals x or xd6 damage.
<ul>
<li><code>Frequency Multiplier = 0</code> => <code>xd6</code> per round</li>
<li><code>Frequency Multiplier = 65536 + even</code> => <code>x</code> per round</li>
<li><code>Frequency Multiplier = 65537 + odd</code> => <code>x</code> per second</li>
<li>'Frequency Multiplier' = 0 => xd6 per round</li>
<li>'Frequency Multiplier' = 65536 or greater (must be even) => x per round</li>
<li>'Frequency Multiplier' = 65537 or greater (must be odd) => x per second</li>
</ul>
Regardless, the value of <code>x</code> decrements only once per round.
Regardless, the value of x decrements only once per round.
{% endcapture %}

{% include note.html %}
26 changes: 13 additions & 13 deletions _opcodes/op098-bgee.html
Original file line number Diff line number Diff line change
Expand Up @@ -13,21 +13,21 @@
iwd2: 0
pst: 0
---
Restores HP according to the style specified by the <code>Type</code> field, to the targeted creature(s).
<br/>Known values for <code>Type</code> are:
Restores HP according to the style specified by the 'Type' field, to the targeted creature(s).
<br/>Known values for 'Type' are:
<ul>
<li><code>0</code> => Restore 1 HP per second (<code>Amount_2</code> and <code>Frequency Multiplier</code> are ignored – <code>Amount_1</code> needs to be non-zero)</li>
<li><code>1</code> => Restore 1 HP per second (for best results, leave both <code>Amount_2</code> and <code>Frequency Multiplier</code> at zero, <code>Amount_1</code> between <code>1</code> and <code>101</code>)</li>
<li><code>2</code> => Restore <code>Amount_1</code> HP every <code>Frequency Multiplier</code> second(s)</li>
<li><code>3</code> => Restore 1 HP every <code>Amount_1 * Frequency Multiplier</code> second(s)</li>
<li><code>4</code> => Restore <code>Amount_2</code> HP every <code>Amount_1 * Frequency Multiplier</code> second(s) – This is the only one that must be in external EFF files</li>
<li>0 => Restore 1 HP per second ('Amount_2' and 'Frequency Multiplier' are ignored – 'Amount_1' needs to be non-zero)</li>
<li>1 => Restore 1 HP per second (for best results, leave both 'Amount_2' and 'Frequency Multiplier' at zero, 'Amount_1' between 1 and 101)</li>
<li>2 => Restore 'Amount_1' HP every 'Frequency Multiplier' second(s)</li>
<li>3 => Restore 1 HP every 'Amount_1' * 'Frequency Multiplier' second(s)</li>
<li>4 => Restore 'Amount_2' HP every 'Amount_1' * 'Frequency Multiplier' second(s) – This is the only one that must be in external <a href="../file_formats/ie_formats/eff_v2.htm">EFF</a> files</li>
</ul>

<code>Icon</code> defines the index from <code>statdesc.2da</code> for custom portrait icons. Default value is <code>none // no icon</code>.
'Icon' defines the index from <a href="../files/2da/2da_bgee/statdesc.htm">STATDESC.2DA</a> for custom portrait icons. Default value is none (no icon).
<br/>

{% capture note %}
<code>Type</code> values greater or equal to <code>5</code> will crash the game!
'Type' values greater or equal to 5 will crash the game!
{% endcapture %}

{% include warning.html %}
Expand All @@ -39,16 +39,16 @@
{% include important.html %}

{% capture note %}
If <code>Frequency Multiplier = 0</code>, its value is treated as <code>1</code>. This is the default value for SPL/ITM effects.
If 'Frequency Multiplier' = 0, its value is treated as 1. This is the default value for SPL/ITM effects.
{% endcapture %}

{% include info.html %}

{% capture note %}
When the <code>Type</code> field is <code>1</code>:
When the 'Type' field is 1:
<ul>
<li>if the <code>Frequency Multiplier</code> field is non-zero, HP is always restored.</li>
<li>if the <code>Amount_1</code> field is less than <code>256</code>, HP is restored while <code>HP > 100 / Amount_1</code>.</li>
<li>if the 'Frequency Multiplier' field is non-zero, HP is always restored.</li>
<li>if the 'Amount_1' field is less than 256, HP is restored while HP > 100 / Amount_1.</li>
</ul>
{% endcapture %}

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1 change: 1 addition & 0 deletions _opcodes/op100.html
Original file line number Diff line number Diff line change
Expand Up @@ -19,5 +19,6 @@
<br/>6 Specific.ids
<br/>7 Gender.ids
<br/>8 Align.ids / Alignmen.ids (in iwd1, pst)
<br/>9 Kit.ids (only in EEs)
<br/>
<br/>To be protected from any creature, leave the Entry at zero, and the File at 2. Protection will grant the bearer immunity from being attacked, cast a spell at, or otherwise targeted by creatures with this type.
34 changes: 20 additions & 14 deletions _opcodes/op109-bgee.html
Original file line number Diff line number Diff line change
Expand Up @@ -13,20 +13,26 @@
---
Applies the hold effect to the targeted creature(s), if the targeted creature(s) match the value specified by the 'IDS Entry' field, in the specified 'IDS File'.
<br/>Known values for 'IDS File' are:
<br/>2 EA.ids
<br/>3 General.ids
<br/>4 Race.ids
<br/>5 Class.ids
<br/>6 Specific.ids
<br/>7 Gender.ids
<br/>8 Align.ids
<br/>9 Kit.ids
<br/>2 <a href="../files/ids/bgee/ea.htm">EA.IDS</a>
<br/>3 <a href="../files/ids/bgee/general.htm">GENERAL.IDS</a>
<br/>4 <a href="../files/ids/bgee/race.htm">RACE.IDS</a>
<br/>5 <a href="../files/ids/bgee/class.htm">CLASS.IDS</a>
<br/>6 <a href="../files/ids/bgee/specific.htm">SPECIFIC.IDS</a>
<br/>7 <a href="../files/ids/bgee/gender.htm">GENDER.IDS</a>
<br/>8 <a href="../files/ids/bgee/align.htm">ALIGN.IDS</a>
<br/>9 <a href="../files/ids/bgee/kit.htm">KIT.IDS</a>
<br/>

<br/>The affected creature becomes immobile and its AI scripts stop running.
<br/>This effect sets stat #58 (HELD) to 1. It also sets the STATE_HELPLESS flag.

<br/><br/>Known values for 'Mode' are:
<br/>0 -> Default
<br/>Non-zero -> False Petrify
<ul>
<li>In addition to the normal paralyze effect, it maintains a detectable STATE_STONE_DEATH and the stone overlay, but does not directly kill, award XP, or chunk when attacked. Only functions like this against non-party members.</li>
<li>Against party members, it functions as normal, unless you save and reload while the effect is active. Upon reloading, the stone overlay will be applied and the character will be dropped to 0 hit points, but not killed, and no STATE_STONE_DEATH (this is probably to avoid kicking the character from the party).</li>
</ul>
<ul>
<li>0 -> Default</li>
<li>Non-zero -> False Petrify
<ul>
<li>In addition to the normal paralyze effect, it maintains a detectable STATE_STONE_DEATH and the stone overlay, but does not directly kill, award XP, or chunk when attacked. Only functions like this against non-party members.</li>
<li>Against party members, it functions as normal, unless you save and reload while the effect is active. Upon reloading, the stone overlay will be applied and the character will be dropped to 0 hit points, but not killed, and no STATE_STONE_DEATH (this is probably to avoid kicking the character from the party)</li>
</ul>
</li>
</ul>
2 changes: 1 addition & 1 deletion _opcodes/op111.html
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@
Creates the item specified by the resource key. The number of items created is controlled by the 'Amount' field. The item is created in the Magical Weapon slot (SLOT_MISC19 - #34).

{% capture note %}
The Magical Weapon slot does not allow Item Abilities (header_type = 3).
The Magical Weapon slot does not allow <a href="../file_formats/ie_formats/itm_v1.htm#itmv1_Extended_Header">Item Abilities</a> (header_type = 3).
{% endcapture %}

{% include important.html %}
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