lynx Posted November 25, 2018 Share Posted November 25, 2018 I've noticed that setting parameter 2 of opcode 32 (Raise Dead) to nonzero allows you to raise even creatures that died an exploding death. However, the opcode appears to be hardcoded to change the creature animation to a human cleric. It would be perfect for my purposes if there were a way to prevent the animation change. Chunking itself causes a permanent animation change (to one of the EXPLODING_ARM/FOOT/LEG/TORSO animations) and a (hair/skin/major/minor) color change (all to a red color). It has to reset the animation of the creature. Odd though that party members return to their proper animation(though still recolored), while others revert to the Human Cleric. Do you have any more info on this? Which bams do those correspond to? (SP)CHUNKS at 0x0100 is static, with almost no movement (iow the explosion is missing). But also, since the char animation changes, it means only one was picked to be used, yet there's no concept of targetting body parts, so is it random? Quote Link to comment
kjeron Posted December 16, 2018 Share Posted December 16, 2018 Do you have any more info on this? Which bams do those correspond to? (SP)CHUNKS at 0x0100 is static, with almost no movement (iow the explosion is missing). But also, since the char animation changes, it means only one was picked to be used, yet there's no concept of targetting body parts, so is it random?It depends on the death type. Chunked Death and Destruction Death result in animation [0x230][EXPLODING_TORSO], and set all color indexes to 70. The explosion is a mix of all the EXPLODING_PART animations, in relatively bipedal quantities. I don't know exactly what generates the "explosion", but it is similar to that created by projectiles using a "Fragments Aniamtion", like "TRAPSNAR.PRO". Change it to "EXPLODING_TORSO" and you will see a similar explosion (just with more body parts and no variety). [0x200][EXPLODING_ARM], [0x210][EXPLODING_HEAD], [0x220][EXPLODING_FOOT], [0x230][EXPLODING_TORSO], and [0x240][EXPLODING_LEG] all use the various cycles of "SPBLOOD.BAM". Arm is cycle 1, head is cycle 2, leg is cycle 3, torso is cycle 4, leg is cycle 5. The "explosion" is rather unique, as it actually causes the creature to "jump" in place, which can be seen if you reset the animation during the explosion. Exploding Stone and Exploding Frozen Death result in animation [0x100][CHUNKS], and set all color indexes to 72(stone) or 71(ice). It uses "SPCHUNKS.BAM" Quote Link to comment
lynx Posted December 16, 2018 Share Posted December 16, 2018 Great info, thanks! Quote Link to comment
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