FredSRichardson Posted February 19, 2007 Share Posted February 19, 2007 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 Link to comment
FredSRichardson Posted February 19, 2007 Author Share Posted February 19, 2007 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. Link to comment
devSin Posted February 19, 2007 Share Posted February 19, 2007 If I had to guess, I'd say that no, nobody knows any more about the flags. Link to comment
FredSRichardson Posted February 20, 2007 Author Share Posted February 20, 2007 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... Link to comment
devSin Posted February 20, 2007 Share Posted February 20, 2007 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. Link to comment
FredSRichardson Posted February 20, 2007 Author Share Posted February 20, 2007 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! Link to comment
Galactygon Posted February 20, 2007 Share Posted February 20, 2007 I think one of those bits prevents spell interruption through damage (it might have been bit 3 or 4). -Galactygon Link to comment
FredSRichardson Posted February 20, 2007 Author Share Posted February 20, 2007 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). Link to comment
devSin Posted February 20, 2007 Share Posted February 20, 2007 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). Link to comment
Avenger Posted February 20, 2007 Share Posted February 20, 2007 hmm, crearefl.2da seems curious. I'm not sure, of course. Link to comment
Da Rock Posted February 20, 2007 Share Posted February 20, 2007 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... Link to comment
Smoketest Posted March 3, 2007 Share Posted March 3, 2007 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). Link to comment
Avenger Posted March 3, 2007 Share Posted March 3, 2007 Wow, thanks, i didn't know wtf is "SetCriticalPathObject" Link to comment
Avenger Posted March 3, 2007 Share Posted March 3, 2007 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). Link to comment
Avenger Posted March 3, 2007 Share Posted March 3, 2007 Hey, 0x800 (bit 11) is the Exportable flag. Link to comment
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