Jump to content

IWDEE: Expanded opcodes


CamDawg

Recommended Posts

This is to cover changed or expanded opcodes for IWDEE. IWDEE is built on the same engine as BGIIEE and BGEE, so these changes should eventually filter back to both of those games. For now, you're safer considering these IWDEE-exclusives:

 

  • State: Berserking [3]: param2 = 1 - Always Active (works on all creatures regardless of allegiance)
  • Death: Instant Death [13]: param2 = 1024 - Destruction; causes chunky death, totally the same as 8, except 8 doesn't force leave party in iwd.
  • Stat: Dexterity Modifier [15]: param2 = 3 - IWD-style Cat’s Grace Spell ('Statistic Modifier' must be 0). For a Type of 3 (Cat's Grace Spell), dexterity is modified as per Icewind Dale Cat's Grace spell behaviour, externalised to CLSSPLAB.2DA, in which 1Dx dexterity is gained up to a maximum of 20 depending on the player's class (defaults to 1D6 if class is not present), where x is specified by the DEX column.
  • State: Invisibility [20]: param2 = 1 - Improved Invisibility now applies a non-cumulative 4 point bonus to all saving throws of the target
  • Stat: Strength Modifier [44]: param2 = 3 - IWD-style Strength Spell ('Statistic Modifier' must be 0). For a Type of 3 (Strength Spell), strength is modified as per Icewind Dale Strength spell behaviour, externalised to CLSSPLAB.2DA, in which 1Dx strength is gained up to a maximum of 18/ depending on the player's class (defaults to 1D6 if class is not present), where x is specified by the STR column. Unit increments between 18 and 19 depend on differences detected in the STRMODEX.2DA table. The 'Statistic Modifier' value overrides the CLSSPLAB.2DA entry, specifying the die size and allowing a maximum strength of 18/00.
  • State: Unconsciousness [39]: param2 = 0 - Awaken on Damage; 1 - Do not awaken on Damage
  • Graphics: Transparency Fade [66]: param2 = 0 - default; 1 - Fade In; 2 - Fade Out
  • State: Blindness [74]: the blindness opcode now applies a non-cumulative 4 point penalty to AC and THAC0 to the target
  • Spell Effect: Teleport (Dimension Door) [124]: param2 = 0 - default; 1 - teleport Source to Target, 2 - teleport Target to Home Location, 3 - Exchanged Source and Target;
  • Graphics: Casting Glow [140]: this opcode can now be used to play any projectile animation, even pillar projectiles. Simply set param1 to the projectile value and leave param2 at 0.
  • Overlay: Sanctuary [153]: param2 = 1 - play VVC specified in the resource field instead of using the hardcoded animation
  • Overlay: Entangle [154]: param2 = 1 - play VVC specified in the resource field instead of using the hardcoded animation
  • Overlay: Minor Globe [155]: param2 = 1 - play VVC specified in the resource field instead of using the hardcoded animation
  • Overlay: Shield Globe [156]: param2 = 1 - play VVC specified in the resource field instead of using the hardcoded animation
  • Overlay: Web [157]: param2 = 1 - play VVC specified in the resource field instead of using the hardcoded animation
  • Overlay: Grease [158]: param2 = 1 - play VVC specified in the resource field instead of using the hardcoded animation
  • Item: Can't Use Itemtype [181]: param1 = item type; param2 = 0 - can't equip item; 1 - can't use item; special field = strref to display on attempted use
  • Protection: Stoneskin [218]: the value of the special field now determines the icon which will be displayed while the opcode is in effect. I.e. set the special field to 82 to display the Iron Skins icon instead of Stoneskin.
  • Contingency Instance [232]: New param2 options since BGEE
    *10 - Every round
    *12 - Killed
    *13 - TimeOfDay
    *14 - Range(m_special)
    *15 - StateCheck(m_special)
    *16 - Dies
    *17 - Died
    *18 - TurnedBy
    *19 - HP *20 - HPPercent
  • Stat: Critical Hit Modifier [301]: param2 = 0 - Critical hit bonus for both hands; 1 - Critical hit bonus only for this weapon
Link to comment

One more note here--a handful of opcodes (new and existing) use the dice fields for something other than max and min hit dice:

 

  • 0xc Damage
  • 0x11 Healing
  • 0x12 Max Hitpoints
  • 0xDA StoneSkins
  • 0xED Magical Stone
  • 0xF1 Vampiric Touch
  • 0xFB Lich Touch
  • 0xFC Searing Orb
  • 0xFF Salamander Aura
  • 0x115 Soul Eater Damage
  • 0x119 Acid Splash Damage

 

301: "this weapon" being the weapon that has this effect as an equipping effect? It doesn't sound like any other use would make sense. Crash, no effect, hmm?

Yes, this is specifically used as an equipped effect on a one-handed weapon so that the offhand weapon does not receive the bonus as well.

Link to comment

And for spells which display/block/remove portrait icons, the set up is different for IWDEE:

0  Charm
1  Dire Charm
2  Rigid Thinking
3  Confused
4  Berserk
5  Intoxicated
6  Poisoned
7  Diseased
8  Blind
9  Protection From Evil
10  Protection From Petrification
11  Protection From Missiles
12  Magic Armor
13  Held
14  Sleep
15  Shielded
16  Protection From Fire
17  Blessed
18  Chant
19  Free Action
20  Barkskin
21  Strength
22  Heroism
23  Invulnerable
24  Protection From Acid
25  Protection From Cold
26  Resist Fire/Cold
27  Protection From Electricity
28  Protection From Magic
29  Protection From Undead
30  Protection From Poison
31  Non-detectable
32  Good Luck
33  Bad Luck
34  Silenced
35  Cursed
36  Panic
37  Resist Fear
38  Haste
39  Fatigue
40  Bard Song
41  Slow
42  Static Charge
43  Domination
44  Hopelessness
45  Greater Malison
46  Spirit Armor
47  Chaos
48  Feebleminded
49  Defensive Harmony
50  Champion's Strength
51  Dying
52  Mind Shield
53  Energy Drain
54  Polymorph Self
55  Stun
56  Entropy Shield
57  Perception
58  Master Thievery
59  Energy Drain
60  Holy Power
61  Cloak of Fear
62  Iron Skins
63  Magic Resistance
64  Righteous Magic
65  Spell Turning
66  Beltyn's Burning Blood
67  Spell Deflection
68  Fireshield Red
69  Fireshield Blue
70  Protection from Normal Weapon
71  Protection from Magic Weapon
72  Tensor's Transformation
73  Spell Shield
74  Mislead
75  Contingency Active
76  Protected from the Elements
77  Projected Image
78  Maze
79  Imprisonment
80  Stoneskin
81  KAI
82  Called Shot
83  Spell Failure
84  Offensive Spin
85  Defensive Spin
86  Intelligence drained by mind flayer
87  Regenerating
88  In Dialog
89  In Store
90  Negative Plane Protection
91  Ability Score Drained
92  Spell Sequencer Active
93  Antimagic Shell
94  Shroud of Flame
95  Able to Poison Weapons
96  Setting Trap
97  Glass Dust
98  Blade Barrier
99  Death Ward
100  Doom
101  Decaying
102  Acid
103  Vocalize
104  Mantle
105  Miscast Magic
106  Magic Resistance Lowered
107  Spell Immunity
108  True Seeing
109  Detecting Traps
110  Improved Haste
111  Spell Trigger
112  Deaf
113  Enfeebled
114  Infravision
115  Friends
116  Shield of the Archons
117  Spell Trap
118  Absolute Immunity
119  Improved Mantle
120  Farsight
121  Globe of Invulnerability
122  Minor Globe of Invulnerability
123  Protected from Magical Energy
124  Polymorphed
125  Otiluke's Resilient Sphere
126  Nauseated
127  Ghost Armor
128  Glitterdust
129  Webbed
130  Unconscious
131  Mental Combat
132  Physical Mirror
133  Repulse Undead
134  Chaotic Commands
135  Draw Upon Holy Might
136  Strength of One
137  Bleeding
138  Rage
139  Boon of Lathander
140  Storm Shield
141  Enraged
142  Stunning Blow
143  Quivering Palm
144  Entangled
145  Grease
146  Smite
147  Hardiness
148  Power Attack
149  Whirlwind Attack
150  Greater Whirlwind Attack
151  Magic Flute
152  Critical Strike
153  Greater Deathblow
154  Deathblow
155  Avoid Death
156  Assassination
157  Evasion
158  Greater Evasion
159  Improved Alacrity
160  Aura of Flaming Death
161  Globe of Blades
162  Improved Chaos Shield*
163  Chaos Shield*
164  Shield of Lathander
165  Greater Shield of Lathander
166  Mind Blank
167  Aid
168  Phased
169  Pain
170  Impervious Sanctity of Mind
171  Petrified
172  Iron Body
173  Animal Rage
174  Exaltation
175  Recitation
176  Blood Rage
177  The Ballad of Three Heroes
178  The Tale of Curran Strongheart
179  Tymora's Melody
180  The Song of Kaudies
181  The Siren's Yearning
182  War Chant of Sith
183  Prayer
184  Righteous Wrath of the Faithful
185  Cat's Grace
186  Hope
187  Courage
Link to comment

 

  • Contingency Instance [232]: New param2 options since BGEE

    *10 - Every round

    *12 - Killed

    *13 - TimeOfDay

    *14 - Range(m_special)

    *15 - StateCheck(m_special)

    *16 - Dies

    *17 - Died

    *18 - TurnedBy

    *19 - HP < special

    *20 - HPPercent < special

Is there any chance something like this could be implemented in BGEE? This is lovely.

Link to comment

 

  • Contingency Instance [232]: New param2 options since BGEE

    *10 - Every round

    *12 - Killed

    *13 - TimeOfDay

    *14 - Range(m_special)

    *15 - StateCheck(m_special)

    *16 - Dies

    *17 - Died

    *18 - TurnedBy

    *19 - HP

    *20 - HPPercent

Is there any chance something like this could be implemented in BGEE? This is lovely.

 

Many of these are in BGEE/BGIIEE already. I know for sure the Night Club uses 13, and Dorn's sword uses 12. I know we specifically added 19 and 20 for IWDEE to have better troll death/revive sequences (no more waiting for scripts) and that's also going to be in the BGIIEE 1.3 patch.
Link to comment

301: "this weapon" being the weapon that has this effect as an equipping effect? It doesn't sound like any other use would make sense. Crash, no effect, hmm?

You could have the effect coming from a ring or even a spell in which case 'this weapon' option has no meaning.

Link to comment

 

that's also going to be in the BGIIEE 1.3 patch.

Well, Time of Day is neat for some Lycanthrope kit mod I guess :rolleyes: - but both 19 and 20 look very interesting.

Indulge my curiosity, how does 15) work?

 

 

15 works like Poisoned (6) or Helpless(5) worked, but instead of an implicit value, you can use any Statecheck value.

You need to put this new value into the 'special' field.

Link to comment

Sorry to necro this but why the hell did they do this?

 

State: Invisibility [20]: param2 = 1 - Improved Invisibility now applies a non-cumulative 4 point bonus to all saving throws of the target

 

It even seems "we" supported this change despite the fact that:

- it adds even more hardcoded stuff (wasn't EE supposed to go in the opposite direction?)

- it goes against IWD 3rd edition rules!

- EE had an opcode to make II work as per vanilla without the stacking issue

Link to comment

The iesdp forum isn't a good place to ask questions like this. It is to post facts about engine behavior. And apparently you answered your question with that link. Note, i was on the fence about this and still is.

What do you suggest me to do? Necro that link? PM an EE developer and implore them to remove that hardcoded thing?

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...