Opcodes
#0 (0x000) Stat: AC vs. Damage Type Modifier [0]
Parameter #1: AC Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'AC Modifier' field to the category specified by the 'Type' field.
Known values for 'Type' are:
0 All
1 Crushing
2 Missile
4 Piercing
8 Slashing
16 Base AC setting (sets the targets AC to the value specified by the 'AC Modifier' field. If the targets AC is already 'AC Modifier' or below, this effect will do nothing).
Known values for 'Type' are:
0 All
1 Crushing
2 Missile
4 Piercing
8 Slashing
16 Base AC setting (sets the targets AC to the value specified by the 'AC Modifier' field. If the targets AC is already 'AC Modifier' or below, this effect will do nothing).
#1 (0x001) Stat: Attacks Per Round Modifier [1]
Parameter #1: Key Modifier
Parameter #2: Type
Description:
Alters a characters Attacks per Round, by changing the Key by the modifier value specified by the 'Key Value' field, in the style specified by 'Type' field.
Key Attacks Per Round
0 0
1 1
2 2
3 3
4 4
5 5
6 0.5
7 1.5
8 2.5
9 3.5
10 4.5
Known values for 'Type' are:
0 Cumulative Modifier -> Key = Key + 'Key Modifier' value
1 Flat Value Modifier -> Key = 'Key Modifier' value
2 Percentage Modifier -> Key = (Key * 'Key Modifier' value) / 100
3 Cumulative Modifier -> Same as 0
NB. When this opcode is stacked, the values of the Key Modifier are stacked, not the number of attacks.
Key Attacks Per Round
0 0
1 1
2 2
3 3
4 4
5 5
6 0.5
7 1.5
8 2.5
9 3.5
10 4.5
Known values for 'Type' are:
0 Cumulative Modifier -> Key = Key + 'Key Modifier' value
1 Flat Value Modifier -> Key = 'Key Modifier' value
2 Percentage Modifier -> Key = (Key * 'Key Modifier' value) / 100
3 Cumulative Modifier -> Same as 0
NB. When this opcode is stacked, the values of the Key Modifier are stacked, not the number of attacks.
#2 (0x002) Cure: Sleep [2]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the state_sleeping flag from the targeted creature(s).
This effect ignores durations attributed to it.
NB. Does not remove the state_helpless flag.
This effect ignores durations attributed to it.
NB. Does not remove the state_helpless flag.
#3 (0x003) State: Berserking [3]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the berserk effect to the targeted creature(s).
Target will uncontrollably attack enemies if any are in view, and will occasionally attack neutral creatures.
Target will uncontrollably attack enemies if any are in view, and will occasionally attack neutral creatures.
#4 (0x004) Cure: Berserking [4]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the state_beserk flag from the targeted creature(s).
This effect ignores durations attributed to it.
This effect ignores durations attributed to it.
#5 (0x005) Charm: Charm Specific Creature [5]
Parameter #1: General Type
Parameter #2: Charm Type
Description:
Known values for 'Charm Type' are:
0 Charmed (Target neutral after effect ends)
1 Charmed (Target hostile after effect ends)
2 Dire charmed (Target neutral after effect ends)
3 Dire charmed (Target hostile after effect ends)
4 Controlled by Cleric
5 Target is hostile
1000 Charmed (no text) (Target neutral after effect ends)
1001 Charmed (no text) (Target hostile after effect ends)
1002 Dire charmed (no text) (Target neutral after effect ends)
1003 Dire charmed (no text) (Target hostile after effect ends)
1004 Controlled by Cleric (no text)
1005 Target is hostile (no text)
#6 (0x006) Stat: Charisma Modifier [6]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Charisma = Charisma + 'Statistic Modifier' value
1 Flat Value Modifier -> Charisma = 'Statistic Modifier' value
2 Percentage Modifier -> Charisma = (Charisma * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Charisma raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
Known values for 'Type' are:
0 Cumulative Modifier -> Charisma = Charisma + 'Statistic Modifier' value
1 Flat Value Modifier -> Charisma = 'Statistic Modifier' value
2 Percentage Modifier -> Charisma = (Charisma * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Charisma raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
#7 (0x007) Colour: Set Character colours by Palette [7]
Parameter #1: Gradient Number
Parameter #2: Location
Description:
Alters the colour of the area specified by the 'Location' field, to the colour gradient specified by the 'Gradient Number' field.
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
33 Shield interior
34 Shield panelling
34 Helmet misc
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Helm face
53 Helm - the main covering
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
33 Shield interior
34 Shield panelling
34 Helmet misc
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Helm face
53 Helm - the main covering
#8 (0x008) Colour: Change by RGB [8]
Parameter #1: RGB colour
Parameter #2: Location
Description:
Alters the colour of the area specified by the 'Location' field, to the colour specified by the 'RGB colour' field.
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
33 Shield interior
34 Shield panelling
34 Helmet misc
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Helm face
53 Helm - the main covering
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
33 Shield interior
34 Shield panelling
34 Helmet misc
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Helm face
53 Helm - the main covering
#9 (0x009) Colour: Glow Pulse [9]
Parameter #1: RGB Colour
Parameter #2: Location and Speed
Description:
Pulses the area specified by the 'Location and Speed' field, at the rate specified by the 'Location and Speed' field, with the colour specified by the 'RGB Colour' field. If the colour values are all set to 0, the glow effect only occurs if the creature is in darkness; outside at night, inside a building, or standing in shadows.
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
The 'Location' field is handled as follows:
First byte = Location
Third byte = Speed (0-255)
A speed of 0 does not pulsate. A speed of 1 is fastest, and a speed of 255 is slowest.
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
33 Shield interior
34 Shield panelling
34 Helmet misc
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Helm face
53 Helm - the main covering
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
The 'Location' field is handled as follows:
First byte = Location
Third byte = Speed (0-255)
A speed of 0 does not pulsate. A speed of 1 is fastest, and a speed of 255 is slowest.
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
33 Shield interior
34 Shield panelling
34 Helmet misc
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Helm face
53 Helm - the main covering
#10 (0x00A) Stat: Constitution Modifier [10]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Constitution = Constitution + 'Statistic Modifier' value
1 Flat Value Modifier -> Constitution = 'Statistic Modifier' value
2 Percentage Modifier -> Constitution = (Constitution * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Constitution raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
Known values for 'Type' are:
0 Cumulative Modifier -> Constitution = Constitution + 'Statistic Modifier' value
1 Flat Value Modifier -> Constitution = 'Statistic Modifier' value
2 Percentage Modifier -> Constitution = (Constitution * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Constitution raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
#11 (0x00B) Cure: Poison [11]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the poison effect from the targeted creature(s).
This effect ignores durations attributed to it.
This effect ignores durations attributed to it.
#12 (0x00C) HP: Damage [12]
Parameter #1: Damage Amount
Parameter #2: Type
Description:
Damages the target by the value specified by the 'Damage Amount' field, with the damage type specified by the 'Type' field.
Known values for 'Type' are:
0 Crushing
1 Crushing Set to Value
2 Crushing Set to Percentage
3 Crushing Reduce by Percentage
65536 Acid
65537 Acid Set to Value
65538 Acid Set to Percentage
65539 Acid Reduce by Percentage
131072 Cold
131073 Cold Set to Value
131074 Cold Set to Percentage
131075 Cold Reduce by Percentage
262144 Electricity
262145 Electricity Set to Value
262146 Electricity Set to Percentage
262147 Electricity Reduce by Percentage
524288 Fire
524289 Fire Set to Value
524290 Fire Set to Percentage
524291 Fire Reduce by Percentage
1048576 Piercing
1048577 Piercing Set to Value
1048578 Piercing Set to Percentage
1048579 Piercing Reduce by Percentage
2097152 Poison
2097153 Poison Set to Value
2097154 Poison Set to Percentage
2097155 Poison Reduce by Percentage
4194304 Magic
4194305 Magic Set to Value
4194306 Magic Set to Percentage
4194307 Magic Reduce by Percentage
8388608 Missile
8388609 Missile Set to Value
8388610 Missile Set to Percentage
8388611 Missile Reduce by Percentage
16777216 Slashing
16777217 Slashing Set to Value
16777218 Slashing Set to Percentage
16777218 Slashing Reduce by Percentage
33554432 Magic Fire
33554433 Magic Fire Set to Value
33554434 Magic Fire Set to Percentage
33554435 Magic Fire Reduce by Percentage
67108864 Magic Cold
67108865 Magic Cold Set to Value
67108866 Magic Cold Set to Value
67108867 Magic Cold Reduce by Percentage
134217728 Stunning
134217729 Stunning Set to Value
134217730 Stunning Set to Percentage
134217731 Stunning Reduce by Percentage
268435456 Soul Eater
268435457 Soul Eater Set to Value
268435458 Soul Eater Set to Percentage
268435459 Soul Eater Reduce by Percentage
1073741824 Disease
1073741825 Disease Set to Value
1073741826 Disease Set to Percentage
1073741827 Disease Reduce by Percentage
The Dice values can be used to inflict varying damage amounts - e.g. 2d6 would do 2-12 damage (Damage type is still specified by the 'Type' value).
NB. 'Stunning' damage does not stun the target. Stunning damage cannot kill a creature, creatures are reduced to 1 HP and are knocked unconscious.
NB. Using 'Magic Fire' or 'Magic Cold' as a damage type will result the game to crash if the damage kills the target.
NB. If 'Damage Amount' and the Dice values are both non-zero, the total damage inflicted is: 'Damage Amount' + Dice value.
NB. 'Damage Amount' can be positive or negative (though the damage sound will play in either case).
Known values for 'Type' are:
0 Crushing
1 Crushing Set to Value
2 Crushing Set to Percentage
3 Crushing Reduce by Percentage
65536 Acid
65537 Acid Set to Value
65538 Acid Set to Percentage
65539 Acid Reduce by Percentage
131072 Cold
131073 Cold Set to Value
131074 Cold Set to Percentage
131075 Cold Reduce by Percentage
262144 Electricity
262145 Electricity Set to Value
262146 Electricity Set to Percentage
262147 Electricity Reduce by Percentage
524288 Fire
524289 Fire Set to Value
524290 Fire Set to Percentage
524291 Fire Reduce by Percentage
1048576 Piercing
1048577 Piercing Set to Value
1048578 Piercing Set to Percentage
1048579 Piercing Reduce by Percentage
2097152 Poison
2097153 Poison Set to Value
2097154 Poison Set to Percentage
2097155 Poison Reduce by Percentage
4194304 Magic
4194305 Magic Set to Value
4194306 Magic Set to Percentage
4194307 Magic Reduce by Percentage
8388608 Missile
8388609 Missile Set to Value
8388610 Missile Set to Percentage
8388611 Missile Reduce by Percentage
16777216 Slashing
16777217 Slashing Set to Value
16777218 Slashing Set to Percentage
16777218 Slashing Reduce by Percentage
33554432 Magic Fire
33554433 Magic Fire Set to Value
33554434 Magic Fire Set to Percentage
33554435 Magic Fire Reduce by Percentage
67108864 Magic Cold
67108865 Magic Cold Set to Value
67108866 Magic Cold Set to Value
67108867 Magic Cold Reduce by Percentage
134217728 Stunning
134217729 Stunning Set to Value
134217730 Stunning Set to Percentage
134217731 Stunning Reduce by Percentage
268435456 Soul Eater
268435457 Soul Eater Set to Value
268435458 Soul Eater Set to Percentage
268435459 Soul Eater Reduce by Percentage
1073741824 Disease
1073741825 Disease Set to Value
1073741826 Disease Set to Percentage
1073741827 Disease Reduce by Percentage
The Dice values can be used to inflict varying damage amounts - e.g. 2d6 would do 2-12 damage (Damage type is still specified by the 'Type' value).
NB. 'Stunning' damage does not stun the target. Stunning damage cannot kill a creature, creatures are reduced to 1 HP and are knocked unconscious.
NB. Using 'Magic Fire' or 'Magic Cold' as a damage type will result the game to crash if the damage kills the target.
NB. If 'Damage Amount' and the Dice values are both non-zero, the total damage inflicted is: 'Damage Amount' + Dice value.
NB. 'Damage Amount' can be positive or negative (though the damage sound will play in either case).
#13 (0x00D) Death: Instant Death [13]
Parameter #1: Text Notification
Parameter #2: Death Type
Description:
Instantly kills the targeted creature(s), in the style specified by the 'Death Type' value.
Known values for 'Text Notification' are:
0 Show death message
1 Don't show death message
Known values for 'Death Type' are:
0 Acid death
1 Burning death
2 Crushed death
4 Normal death
8 Chunked death
16 Stoned death
32 Freezing death
64 Exploding stoned death
128 Exploding freezing death
256 Electrified death
512 Disintegration death
Known values for 'Text Notification' are:
0 Show death message
1 Don't show death message
Known values for 'Death Type' are:
0 Acid death
1 Burning death
2 Crushed death
4 Normal death
8 Chunked death
16 Stoned death
32 Freezing death
64 Exploding stoned death
128 Exploding freezing death
256 Electrified death
512 Disintegration death
#14 (0x00E) Graphics: Defrost [14]
Parameter #1: Undefined
Parameter #2: Undefined
Description:
Temporarily removes the colouring indicating frozen_death from the targeted creature(s), but does not remove the frozen_death state itself.
#15 (0x00F) Stat: Dexterity Modifier [15]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Dexterity = Dexterity + 'Statistic Modifier' value
1 Flat Value Modifier -> Dexterity = 'Statistic Modifier' value
2 Percentage Modifier -> Dexterity = (Dexterity * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Dexterity raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
Known values for 'Type' are:
0 Cumulative Modifier -> Dexterity = Dexterity + 'Statistic Modifier' value
1 Flat Value Modifier -> Dexterity = 'Statistic Modifier' value
2 Percentage Modifier -> Dexterity = (Dexterity * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Dexterity raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
#16 (0x010) State: Haste [16]
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Applies the Haste effect, in the style specified by the 'Type' value.
Known values for 'Type' are:
0 Normal Haste
1 Improved Haste
2 Speed haste without attack bonuses
NB. This effect will cancel out the slow opcode.
Known values for 'Type' are:
0 Normal Haste
1 Improved Haste
2 Speed haste without attack bonuses
NB. This effect will cancel out the slow opcode.
#17 (0x011) HP: Current HP Modifier [17]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> HP = HP + 'Statistic Modifier' value
1 Flat Value Modifier -> HP = 'Statistic Modifier' value
2 Percentage Modifier -> HP = (HP * 'Statistic Modifier' value) / 100
NB. If 'Statistic Modifier' and the Dice values are both non-zero, the total HP change is: 'Statistic Modifier' + Dice value.
NB. 'Statistic Modifier' can be positive or negative.
NB. The upper word of the 'Type' field can further control the style.
Known values for the upper word of'Type' are:
1 Cure death
2 Removes all non timing-mode-9 effects
3 Cure death and remove non timing-mode-9 effects
Known values for 'Type' are:
0 Cumulative Modifier -> HP = HP + 'Statistic Modifier' value
1 Flat Value Modifier -> HP = 'Statistic Modifier' value
2 Percentage Modifier -> HP = (HP * 'Statistic Modifier' value) / 100
NB. If 'Statistic Modifier' and the Dice values are both non-zero, the total HP change is: 'Statistic Modifier' + Dice value.
NB. 'Statistic Modifier' can be positive or negative.
NB. The upper word of the 'Type' field can further control the style.
Known values for the upper word of'Type' are:
1 Cure death
2 Removes all non timing-mode-9 effects
3 Cure death and remove non timing-mode-9 effects
#18 (0x012) HP: Maximum HP Modifier [18]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> HP = HP + 'Statistic Modifier' value
1 Flat Value Modifier -> HP = 'Statistic Modifier' value
2 Percentage Modifier -> HP = (HP * 'Statistic Modifier' value) / 100
3 As 0 (does not affect current HP)
4 As 1 (does not affect current HP)
5 As 2 (does not affect current HP)
NB. If 'Statistic Modifier' and the Dice values are both non-zero, the total HP change is: 'Statistic Modifier' + Dice value.
NB. 'Statistic Modifier' can be positive or negative.
Known values for 'Type' are:
0 Cumulative Modifier -> HP = HP + 'Statistic Modifier' value
1 Flat Value Modifier -> HP = 'Statistic Modifier' value
2 Percentage Modifier -> HP = (HP * 'Statistic Modifier' value) / 100
3 As 0 (does not affect current HP)
4 As 1 (does not affect current HP)
5 As 2 (does not affect current HP)
NB. If 'Statistic Modifier' and the Dice values are both non-zero, the total HP change is: 'Statistic Modifier' + Dice value.
NB. 'Statistic Modifier' can be positive or negative.
#19 (0x013) Stat: Intelligence Modifier [19]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Intelligence = Intelligence + 'Statistic Modifier' value
1 Flat Value Modifier -> Intelligence = 'Statistic Modifier' value
2 Percentage Modifier -> Intelligence = (Intelligence * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Intelligence raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
Known values for 'Type' are:
0 Cumulative Modifier -> Intelligence = Intelligence + 'Statistic Modifier' value
1 Flat Value Modifier -> Intelligence = 'Statistic Modifier' value
2 Percentage Modifier -> Intelligence = (Intelligence * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Intelligence raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
#20 (0x014) State: Invisibility [20]
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Applies the invisibility effect, in the style specified by the 'Type' value.
Known values for 'Type' are :
0 Normal Invisibility -> affected creature makes the first attack with +4
1 Improved Invisibility -> affected creature stays invisible after attack
2 Unknown Invisibility -> does something...
Improved Invisibility does not provide saving throw bonuses.
Improved Invisibility lingers after the duration is spent and works very permanent if used as a While Equipped effect.
Known values for 'Type' are :
0 Normal Invisibility -> affected creature makes the first attack with +4
1 Improved Invisibility -> affected creature stays invisible after attack
2 Unknown Invisibility -> does something...
Improved Invisibility does not provide saving throw bonuses.
Improved Invisibility lingers after the duration is spent and works very permanent if used as a While Equipped effect.
#21 (0x015) Stat: Lore Modifier [21]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Lore = Lore + 'Statistic Modifier' value
1 Flat Value Modifier -> Lore = 'Statistic Modifier' value
2 Percentage Modifier -> Lore = (Lore * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
NB. This effect does not work with Timing Mode 1.
Known values for 'Type' are:
0 Cumulative Modifier -> Lore = Lore + 'Statistic Modifier' value
1 Flat Value Modifier -> Lore = 'Statistic Modifier' value
2 Percentage Modifier -> Lore = (Lore * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
NB. This effect does not work with Timing Mode 1.
#22 (0x016) Stat: Cumulative Luck Bonus [22]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field. Luck affects the minimum damage caused by a weapon (up to the normal maximum damage of the weapon) and the attack roll modifier (up to a maximum of 20, excluding natural attack roll modifiers, e.g. high STR, invisibility etc) by 'Statistic Modifier' amount. The effect does not set STATE_LUCK.
Known values for 'Type' are:
0 Cumulative Modifier -> Luck = Luck + 'Statistic Modifier' value
1 Flat Value Modifier -> Luck = 'Statistic Modifier' value
2 Percentage Modifier -> Luck = (Luck * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Luck = Luck + 'Statistic Modifier' value
1 Flat Value Modifier -> Luck = 'Statistic Modifier' value
2 Percentage Modifier -> Luck = (Luck * 'Statistic Modifier' value) / 100
#23 (0x017) Stat: Morale Modifier [23]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Sets the Morale stat of the targetted creature(s) to 10.
#24 (0x018) State: Horror [24]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the horror effect to the targeted creature(s).
#25 (0x019) State: Poison [25]
Parameter #1: Damage Amount
Parameter #2: Type
Description:
Damages the target by the 'Damage Amount' value, in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Inflict 1HP per second (only if 'Damage Amount' is non-zero)
1 Inflict 1HP per second (only if 'Damage Amount' is greate than 1)
2 Inflict 'Damage Amount' per second
3 Inflict 1HP every 'Damage Amount' seconds
4 Inflict Param 3 Damage every Param 1 seconds
5+ Crash
NB. The 'Damage Amount' parameter should be set a positive value.
Known values for 'Type' are:
0 Inflict 1HP per second (only if 'Damage Amount' is non-zero)
1 Inflict 1HP per second (only if 'Damage Amount' is greate than 1)
2 Inflict 'Damage Amount' per second
3 Inflict 1HP every 'Damage Amount' seconds
4 Inflict Param 3 Damage every Param 1 seconds
5+ Crash
NB. The 'Damage Amount' parameter should be set a positive value.
#26 (0x01A) Item: Remove Curse [26]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes cursed items from the targeted creature(s).
#27 (0x01B) Stat: Acid Resistance Modifier [27]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Resistance = Resistance + 'Statistic Modifier' value
1 Flat Value Modifier -> Resistance = 'Statistic Modifier' value
2 Percentage Modifier -> Resistance = (Resistance * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
Known values for 'Type' are:
0 Cumulative Modifier -> Resistance = Resistance + 'Statistic Modifier' value
1 Flat Value Modifier -> Resistance = 'Statistic Modifier' value
2 Percentage Modifier -> Resistance = (Resistance * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
#28 (0x01C) Stat: Cold Resistance Modifier [28]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Resistance = Resistance + 'Statistic Modifier' value
1 Flat Value Modifier -> Resistance = 'Statistic Modifier' value
2 Percentage Modifier -> Resistance = (Resistance * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
Known values for 'Type' are:
0 Cumulative Modifier -> Resistance = Resistance + 'Statistic Modifier' value
1 Flat Value Modifier -> Resistance = 'Statistic Modifier' value
2 Percentage Modifier -> Resistance = (Resistance * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
#29 (0x01D) Stat: Electricity Resistance Modifier [29]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Resistance = Resistance + 'Statistic Modifier' value
1 Flat Value Modifier -> Resistance = 'Statistic Modifier' value
2 Percentage Modifier -> Resistance = (Resistance * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
Known values for 'Type' are:
0 Cumulative Modifier -> Resistance = Resistance + 'Statistic Modifier' value
1 Flat Value Modifier -> Resistance = 'Statistic Modifier' value
2 Percentage Modifier -> Resistance = (Resistance * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
#30 (0x01E) Stat: Fire Resistance Modifier [30]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Resistance = Resistance + 'Statistic Modifier' value
1 Flat Value Modifier -> Resistance = 'Statistic Modifier' value
2 Percentage Modifier -> Resistance = (Resistance * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
Known values for 'Type' are:
0 Cumulative Modifier -> Resistance = Resistance + 'Statistic Modifier' value
1 Flat Value Modifier -> Resistance = 'Statistic Modifier' value
2 Percentage Modifier -> Resistance = (Resistance * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
#31 (0x01F) Stat: Magic Damage Resistance Modifier [31]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Resistance = Resistance + 'Statistic Modifier' value
1 Flat Value Modifier -> Resistance = 'Statistic Modifier' value
2 Percentage Modifier -> Resistance = (Resistance * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
Known values for 'Type' are:
0 Cumulative Modifier -> Resistance = Resistance + 'Statistic Modifier' value
1 Flat Value Modifier -> Resistance = 'Statistic Modifier' value
2 Percentage Modifier -> Resistance = (Resistance * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
#32 (0x020) Cure: Death (Raise Dead) [32]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Raises the targeted creature(s) from the dead.
This effect ignores durations attributed to it.
This effect ignores durations attributed to it.
#33 (0x021) Stat: Save vs. Death Modifier [33]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Save = Save + 'Statistic Modifier' value
1 Flat Value Modifier -> Save = 'Statistic Modifier' value
2 Percentage Modifier -> Save = (Save * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
Known values for 'Type' are:
0 Cumulative Modifier -> Save = Save + 'Statistic Modifier' value
1 Flat Value Modifier -> Save = 'Statistic Modifier' value
2 Percentage Modifier -> Save = (Save * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
#34 (0x022) Stat: Save vs. Wands Modifier [34]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Save = Save + 'Statistic Modifier' value
1 Flat Value Modifier -> Save = 'Statistic Modifier' value
2 Percentage Modifier -> Save = (Save * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
Known values for 'Type' are:
0 Cumulative Modifier -> Save = Save + 'Statistic Modifier' value
1 Flat Value Modifier -> Save = 'Statistic Modifier' value
2 Percentage Modifier -> Save = (Save * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
#35 (0x023) Stat: Save vs. Petrification/Polymorph Modifier [35]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Save = Save + 'Statistic Modifier' value
1 Flat Value Modifier -> Save = 'Statistic Modifier' value
2 Percentage Modifier -> Save = (Save * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
Known values for 'Type' are:
0 Cumulative Modifier -> Save = Save + 'Statistic Modifier' value
1 Flat Value Modifier -> Save = 'Statistic Modifier' value
2 Percentage Modifier -> Save = (Save * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
#36 (0x024) Stat: Save vs. Breath Weapons Modifier [36]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Save = Save + 'Statistic Modifier' value
1 Flat Value Modifier -> Save = 'Statistic Modifier' value
2 Percentage Modifier -> Save = (Save * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
Known values for 'Type' are:
0 Cumulative Modifier -> Save = Save + 'Statistic Modifier' value
1 Flat Value Modifier -> Save = 'Statistic Modifier' value
2 Percentage Modifier -> Save = (Save * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
#37 (0x025) Stat: Save vs. Spells Modifier [37]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Save = Save + 'Statistic Modifier' value
1 Flat Value Modifier -> Save = 'Statistic Modifier' value
2 Percentage Modifier -> Save = (Save * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
Known values for 'Type' are:
0 Cumulative Modifier -> Save = Save + 'Statistic Modifier' value
1 Flat Value Modifier -> Save = 'Statistic Modifier' value
2 Percentage Modifier -> Save = (Save * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
#38 (0x026) State: Silence [38]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the silence effect to the targeted creature(s).
#39 (0x027) State: Unconsciousness [39]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the unconsciousness effect to the targeted creature(s).
NB. A permanent timing mode will set the state_helpless flag.
NB. A permanent timing mode will set the state_helpless flag.
#40 (0x028) State: Slow [40]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the slow effect to the targeted creature(s).
This effect will cancel out the haste opcode.
NB. This effect doubles the casting time of all spells.
This effect will cancel out the haste opcode.
NB. This effect doubles the casting time of all spells.
#41 (0x029) Graphics: Sparkle [41]
Parameter #1: Colour
Parameter #2: Type
Description:
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.
Known values for 'Colour' are:
0 Crash
1 Black
2 Blue
3 Chromatic
4 Gold
5 Green
6 Purple
7 Red
8 White
9 Ice
10 Stone
11 Magenta
12 Orange
13 Crash+
Known values for 'Type' are:
1 Explosion
2 No effect?
3 Sparkle Shower
Both of these params use only the lower 16 bits (upper bits might have other function).
Known values for 'Colour' are:
0 Crash
1 Black
2 Blue
3 Chromatic
4 Gold
5 Green
6 Purple
7 Red
8 White
9 Ice
10 Stone
11 Magenta
12 Orange
13 Crash+
Known values for 'Type' are:
1 Explosion
2 No effect?
3 Sparkle Shower
Both of these params use only the lower 16 bits (upper bits might have other function).
#42 (0x02A) Spell: Wizard Spell Slots Modifier [42]
Parameter #1: Slot Amount Modifier
Parameter #2: Spell Level
Description:
Alters the number of wizard spell slots available to the targeted creature(s), as specified by the 'Slot Amount Modifier' field, at the level specified by the 'Spell Level' field.
Known values for 'Spell Level' are:
0 Double spells
1 Level 1
1 Level 1
2 Level 2
4 Level 3
8 Level 4
16 Level 5
32 Level 6
64 Level 7
128 Level 8
256 Level 9
For a 'Spell Level' of 0, the amount of spell slots is doubled for the level specified by the 'Slot Amount Modifier' value and all levels below. The target creature(s) must have at least 1 slot at the selected level to have their slot count changed. If the resultant slot count is negative, the creature is given 12 slots.
'Statistic Modifier' can be positive or negative.
Known values for 'Spell Level' are:
0 Double spells
1 Level 1
1 Level 1
2 Level 2
4 Level 3
8 Level 4
16 Level 5
32 Level 6
64 Level 7
128 Level 8
256 Level 9
For a 'Spell Level' of 0, the amount of spell slots is doubled for the level specified by the 'Slot Amount Modifier' value and all levels below. The target creature(s) must have at least 1 slot at the selected level to have their slot count changed. If the resultant slot count is negative, the creature is given 12 slots.
'Statistic Modifier' can be positive or negative.
#43 (0x02B) Cure: Stone to Flesh [43]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Changes the targeted creature(s) from stone to flesh.
#44 (0x02C) Stat: Strength Modifier [44]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Strength = Strength + 'Statistic Modifier' value
1 Flat Value Modifier -> Strength = 'Statistic Modifier' value
2 Percentage Modifier -> Strength = (Strength * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Strength raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
Known values for 'Type' are:
0 Cumulative Modifier -> Strength = Strength + 'Statistic Modifier' value
1 Flat Value Modifier -> Strength = 'Statistic Modifier' value
2 Percentage Modifier -> Strength = (Strength * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Strength raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
#45 (0x02D) State: Stun [45]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Stuns the targeted creature(s).
#46 (0x02E) Cure: Stun (Unstun) [46]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Unstuns the targeted creature(s) (opcode #45).
This effect ignores durations attributed to it.
This effect ignores durations attributed to it.
#47 (0x02F) Cure: Invisibility [47]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the invisibility effect from the targeted creature(s).
This effect ignores durations attributed to it.
This effect ignores durations attributed to it.
#48 (0x030) Cure: Silence (Vocalize) [48]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the silence effect and the silenced state from the targeted creature(s).
This effect ignores durations attributed to it.
This effect ignores durations attributed to it.
#49 (0x031) Stat: Wisdom Modifier [49]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Wisdom = Wisdom + 'Statistic Modifier' value
1 Flat Value Modifier -> Wisdom = 'Statistic Modifier' value
2 Percentage Modifier -> Wisdom = (Wisdom * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Wisdom raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
Known values for 'Type' are:
0 Cumulative Modifier -> Wisdom = Wisdom + 'Statistic Modifier' value
1 Flat Value Modifier -> Wisdom = 'Statistic Modifier' value
2 Percentage Modifier -> Wisdom = (Wisdom * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Wisdom raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
#50 (0x032) Colour: Glow by RGB (Brief) [50]
Parameter #1: RGB Colour
Parameter #2: Speed
Description:
The targeted creature(s) entire animation glows the colour specified by the 'RGB Colour' field, at the speed specified by the (3rd byte of the) 'Speed' field.
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
The 'Speed' field is handled as follows:
Third byte = Speed (0-255)
A speed of 0 does not pulsate. A speed of 1 is fastest, and a speed of 255 is slowest. The duration of the effect is controlled by the 'Speed' field.
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
The 'Speed' field is handled as follows:
Third byte = Speed (0-255)
A speed of 0 does not pulsate. A speed of 1 is fastest, and a speed of 255 is slowest. The duration of the effect is controlled by the 'Speed' field.
#51 (0x033) Colour: Strong/Dark by RGB [51]
Parameter #1: RGB Colour
Parameter #2: Location
Description:
Alters the colour of the area specified by the 'Location and Speed' field, to the colour specified by the 'RGB Colour' field.
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
33 Shield interior
34 Shield panelling
34 Helmet misc
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Helm face
53 Helm - the main covering
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
33 Shield interior
34 Shield panelling
34 Helmet misc
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Helm face
53 Helm - the main covering
#52 (0x034) Colour: Very Bright by RGB [52]
Parameter #1: RGB Colour
Parameter #2: Location
Description:
Alters the colour of the area specified by the 'Location' field, to the colour specified by the 'RGB Colour' field.
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
33 Shield interior
34 Shield panelling
34 Helmet misc
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Helm face
53 Helm - the main covering
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
33 Shield interior
34 Shield panelling
34 Helmet misc
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Helm face
53 Helm - the main covering
#53 (0x035) Graphics: Animation Change [53]
Parameter #1: Animation ID
Parameter #2: Type
Description:
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.
Known values for Animation ID' are: (from animate.ids - in decimal)
Known values for 'Type' are:
0 Change animation - non-permanently
1 Remove any non-permanent animation change ('Animation ID' is unused)
2 Change animation - permanently
Known values for Animation ID' are: (from animate.ids - in decimal)
Known values for 'Type' are:
0 Change animation - non-permanently
1 Remove any non-permanent animation change ('Animation ID' is unused)
2 Change animation - permanently
#54 (0x036) Stat: THAC0 Modifier [54]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> THAC0 = THAC0 + 'Statistic Modifier' value
1 Flat Value Modifier -> THAC0 = 'Statistic Modifier' value
2 Percentage Modifier -> THAC0 = (THAC0 * 'Statistic Modifier' value) / 100
NB. This effect adjusts the base stat, rather than modified THAC0.
Known values for 'Type' are:
0 Cumulative Modifier -> THAC0 = THAC0 + 'Statistic Modifier' value
1 Flat Value Modifier -> THAC0 = 'Statistic Modifier' value
2 Percentage Modifier -> THAC0 = (THAC0 * 'Statistic Modifier' value) / 100
NB. This effect adjusts the base stat, rather than modified THAC0.
#55 (0x037) Death: Kill Creature Type [55]
Parameter #1: IDS Entry
Parameter #2: IDS File
Description:
Kills the targeted creature(s) with HD less than those specified by the Dice values, if the target(s) match the IDS mask.
Known values for 'IDS File' are:
2 EA.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids
'IDS Entry' is a value from the specified IDS file, indicating the specific creature type to affect.
Known values for 'IDS File' are:
2 EA.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids
'IDS Entry' is a value from the specified IDS file, indicating the specific creature type to affect.
#56 (0x038) Alignment: Invert [56]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Inverts the alignment of the targeted creature(s).
#57 (0x039) Alignment: Change [57]
Parameter #1: Irrelevant
Parameter #2: Alignment
Description:
Alters the alignment of the targeted creature(s) to the value specified by 'Alignment'.
Known values for 'Alignment' are:
00 None
17 Lawful Good
18 Lawful Neutral
19 Lawful Evil
33 Neutral Good
34 True Neutral
35 Neutral Evil
49 Chaotic Good
50 Chaotic Neutral
51 Chaotic Evil
Known values for 'Alignment' are:
00 None
17 Lawful Good
18 Lawful Neutral
19 Lawful Evil
33 Neutral Good
34 True Neutral
35 Neutral Evil
49 Chaotic Good
50 Chaotic Neutral
51 Chaotic Evil
#58 (0x03A) Cure: Dispellable Effects (Dispel Magic) [58]
Parameter #1: Level
Parameter #2: Type
Description:
Dispels magic from the targeted creature(s) (excepting magical weapons eg. Spirtual Hammer). Depending on the value of the 'Type' field, the 'Level' field can be used to set the level of the effect.
Known values for 'Type' are:
0 Always dispel
1 Use Caster Level
2 Use 'Level' field
With 'Type' of 1 or 2, the base chance of successfully dispelling is 50%. This chance is modified by the relative levels of the dispeller to the caster. Each level below gives a -10% chance, each level above gives a +5% chance. There is always a 1% chance of success or failure.
Known values for 'Type' are:
0 Always dispel
1 Use Caster Level
2 Use 'Level' field
With 'Type' of 1 or 2, the base chance of successfully dispelling is 50%. This chance is modified by the relative levels of the dispeller to the caster. Each level below gives a -10% chance, each level above gives a +5% chance. There is always a 1% chance of success or failure.
#59 (0x03B) Stat: Stealth Modifier [59]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field, altering a the Move Silently skill.
Known values for 'Type' are:
0 Cumulative Modifier -> Stealth = Stealth + 'Statistic Modifier' value
1 Flat Value Modifier -> Stealth = 'Statistic Modifier' value
2 Percentage Modifier -> Stealth = (Stealth * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Stealth = Stealth + 'Statistic Modifier' value
1 Flat Value Modifier -> Stealth = 'Statistic Modifier' value
2 Percentage Modifier -> Stealth = (Stealth * 'Statistic Modifier' value) / 100
#60 (0x03C) Stat: Miscast Magic [60]
Parameter #1: Percent Chance
Parameter #2: Type
Description:
The targeted creature(s) will fail to cast the type of spell specified by the 'Type' field, 'Percent Chance' percent of the time.
Known values for 'Type' are:
0 Mage Spells
1 Cleric Spells
2 Innate
3 Mage Spells
4 Cleric Spells
5 Innate
'Type' values of 0,1 or 2 display a message -'Spell Failed: casting failure'
'Type' values of 3,4 or 5 display a message -'Spell failed due to dead magic'
Known values for 'Type' are:
0 Mage Spells
1 Cleric Spells
2 Innate
3 Mage Spells
4 Cleric Spells
5 Innate
'Type' values of 0,1 or 2 display a message -'Spell Failed: casting failure'
'Type' values of 3,4 or 5 display a message -'Spell failed due to dead magic'
#61 (0x03D) Crash [61]
Parameter #1: Undefined
Parameter #2: Undefined
Description:
This effect crashes the game.
This effect has previously been referenced as Alchemy.
This effect has previously been referenced as Alchemy.
#62 (0x03E) Spell: Priest Spell Slots Modifier [62]
Parameter #1: Slot Amount Modifier
Parameter #2: Spell Level
Description:
Alters the number of priest spell slots available to the targeted creature(s), as specified by the 'Slot Amount Modifier' field, at the level specified by the 'Spell Level' field.
Known values for 'Spell Level' are:
0 Double spells
1 Level 1
1 Level 1
2 Level 2
4 Level 3
8 Level 4
16 Level 5
32 Level 6
64 Level 7
For a 'Spell Level' of 0, the amount of spell slots is doubled for the level specified by the 'Slot Amount Modifier' value and all levels below. The target creature(s) must have at least 1 slot at the selected level to have their slot count changed. If the resultant slot count is negative, the creature is given 12 slots.
'Statistic Modifier' can be positive or negative.
Known values for 'Spell Level' are:
0 Double spells
1 Level 1
1 Level 1
2 Level 2
4 Level 3
8 Level 4
16 Level 5
32 Level 6
64 Level 7
For a 'Spell Level' of 0, the amount of spell slots is doubled for the level specified by the 'Slot Amount Modifier' value and all levels below. The target creature(s) must have at least 1 slot at the selected level to have their slot count changed. If the resultant slot count is negative, the creature is given 12 slots.
'Statistic Modifier' can be positive or negative.
#63 (0x03F) State: Infravision [63]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Gives the targeted creature(s) infravision.
#64 (0x040) State: Remove Infravision [64]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes infravision from the targeted creature(s).
This effect ignores durations attributed to it.
NB. This will not remove racial infravision.
This effect ignores durations attributed to it.
NB. This will not remove racial infravision.
#65 (0x041) Overlay: Blur [65]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the blur effect to the targeted creature(s). Graphical displacement is affected by movement rate.
#66 (0x042) Graphics: Transparency Fade [66]
Parameter #1: Fade Amount
Parameter #2: Irrelevant
Description:
Fades the targeted creature(s) by the value in the amount specified by the 'Fade Amount' field.
Known values for 'Fade Amount' are:
1 Fully visible
..
255 Almost invisible
Known values for 'Fade Amount' are:
1 Fully visible
..
255 Almost invisible
#67 (0x043) Summon: Creature Summoning [67]
Parameter #1: Unknown
Parameter #2: Control
Description:
Summons a creature, with EA set to the 'Control' field. The Resource key should be set to the filename of the creature to summon.
Known values for 'Control' are:
0 Match target (hostile if no target)
1 Match target (hostile if no target)
2 As creature file
3 Match target (hostile if no target)
4 As creature file
5 Hostile to target
6 As creature file
8 As creature file
255 As creature file
If effect's target is set as 'Original Caster' then the 'Control' parameter covers 'Location' as well as control. In this case, nown values for 'Control' are:
2 = Summoned at location of target creature
4 = Summoned at location of caster
6 = Summoned at location of caster
Known values for 'Control' are:
0 Match target (hostile if no target)
1 Match target (hostile if no target)
2 As creature file
3 Match target (hostile if no target)
4 As creature file
5 Hostile to target
6 As creature file
8 As creature file
255 As creature file
If effect's target is set as 'Original Caster' then the 'Control' parameter covers 'Location' as well as control. In this case, nown values for 'Control' are:
2 = Summoned at location of target creature
4 = Summoned at location of caster
6 = Summoned at location of caster
#68 (0x044) Summon: Unsummon Creature [68]
Parameter #1: Text Notification
Parameter #2: Irrelevant
Description:
Unsummons a creature, with feedback controlled by 'Text Notification'.
Known values for 'Text Notification' are:
0 No text notification
1 Show text notification
Known values for 'Text Notification' are:
0 No text notification
1 Show text notification
#69 (0x045) Protection: From Detection (Non-Detection) [69]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the non-detection effect to the targeted creature(s).
#70 (0x046) Cure: Non-Detection [70]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the Non-Detection effect from the targeted creature(s).
This effect ignores durations attributed to it.
This effect ignores durations attributed to it.
#71 (0x047) IDS: Sex Change [71]
Parameter #1: Gender Modifier
Parameter #2: Type
Description:
Alters the gender of the targetted creature(s) to the value specified by the 'Gender.ids' field, in the style specified by the 'Type' value.
Known values for 'Type' are:
0 Reverse Gender
1 Flat Value Modifier -> Gender = 'Statistic Modifier' value (values from gender.ids)
Known values for 'Type' are:
0 Reverse Gender
1 Flat Value Modifier -> Gender = 'Statistic Modifier' value (values from gender.ids)
#72 (0x048) IDS: Set IDS State [72]
Parameter #1: IDS Entry
Parameter #2: IDS File
Description:
Alters the IDS state of the targeted creature(s) specified by the 'IDS File' field, to the value specified by the 'IDS Entry' field.
Known values for 'IDS File' are:
0 EA
1 Generic
2 Race
3 Class
4 Specific
5 Gender
6 Alignment
Known values for 'IDS File' are:
0 EA
1 Generic
2 Race
3 Class
4 Specific
5 Gender
6 Alignment
#73 (0x049) Stat: Extra Damage Modifier [73]
Parameter #1: Statistic Modifier
Parameter #2: Modifier Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field. The effect is an additive modifier, like adding +10 damage.
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1 Flat Value Modifier -> Damage = 'Statistic Modifier' value
2 Percentage Modifier -> Damage = (Damage * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1 Flat Value Modifier -> Damage = 'Statistic Modifier' value
2 Percentage Modifier -> Damage = (Damage * 'Statistic Modifier' value) / 100
#74 (0x04A) State: Blindness [74]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the blindness effect to the targeted creature(s).
#75 (0x04B) Cure: Blindness [75]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the blindness effect from the targeted creature(s).
This effect ignores durations attributed to it.
This effect ignores durations attributed to it.
#76 (0x04C) State: Feeblemindedness [76]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the feeblemind effect to the targeted creature(s) - creatures are unselectable, immobile and do not respond to combat.
This effect ignores durations attributed to it.
NB. A creatures scripts do not while the creature is feebleminded.
This effect ignores durations attributed to it.
NB. A creatures scripts do not while the creature is feebleminded.
#77 (0x04D) Cure: Feeblemindedness [77]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the feeblemind effect from the targeted creature(s).
This effect ignores durations attributed to it.
This effect ignores durations attributed to it.
#78 (0x04E) State: Disease [78]
Parameter #1: Damage
Parameter #2: Type
Description:
Set the Damage parameter as the amount of damage, and the Disease Type parameter as how the disease functions.
Known values for 'Type' are:
0 1 HP per second
1 1 HP per second
2 'Damage' per Second
3 Cause 1HP every 'Damage' seconds
4 Strength Penalty
5 Dexterity Penalty
6 Constitution Penalty
7 Intelligence Penalty
8 Wisdom Penalty
9 Charisma Penalty
10 Slow Effect
'Damage' can be positive (penalty) or negative (bonus).
Permanent timing modes require a duration for this effect to work.
Known values for 'Type' are:
0 1 HP per second
1 1 HP per second
2 'Damage' per Second
3 Cause 1HP every 'Damage' seconds
4 Strength Penalty
5 Dexterity Penalty
6 Constitution Penalty
7 Intelligence Penalty
8 Wisdom Penalty
9 Charisma Penalty
10 Slow Effect
'Damage' can be positive (penalty) or negative (bonus).
Permanent timing modes require a duration for this effect to work.
#79 (0x04F) Cure: Disease [79]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the disease effect from the targeted creature(s).
This effect ignores durations attributed to it.
This effect ignores durations attributed to it.
#80 (0x050) State: Deafness [80]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the Deafness effect on the targeted creature(s) - creatures suffer a 50% casting failure rate. This is cumulative with Miscast Magic.
#81 (0x051) Cure: Deafness [81]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Remove the deafness effect from the targeted creature(s).
This effect ignores durations attributed to it.
This effect ignores durations attributed to it.
#82 (0x052) Set AI Script [82]
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Sets the script type specified by the 'Type' value to the contents of the resource key.
Known values for 'Type' are:
0 OVERRIDE
1 AREA
2 SPECIFICS
4 CLASS
5 RACE
6 GENERAL
7 DEFAULT
NB. This effect can unset scripts from a creature, which can break the game.
Known values for 'Type' are:
0 OVERRIDE
1 AREA
2 SPECIFICS
4 CLASS
5 RACE
6 GENERAL
7 DEFAULT
NB. This effect can unset scripts from a creature, which can break the game.
#83 (0x053) Protection: From Projectile [83]
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Gives the targeted creature(s) immunity to the weapon type specified by the 'Type' value.
Values for 'Type' are taken from projectl.ids.
Values for 'Type' are taken from projectl.ids.
#84 (0x054) Stat: Magical Fire Resistance Modifier [84]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1 Flat Value Modifier -> Damage = 'Statistic Modifier' value
2 Percentage Modifier -> Damage = (Damage * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1 Flat Value Modifier -> Damage = 'Statistic Modifier' value
2 Percentage Modifier -> Damage = (Damage * 'Statistic Modifier' value) / 100
#85 (0x055) Stat: Magical Cold Resistance Modifier [85]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1 Flat Value Modifier -> Damage = 'Statistic Modifier' value
2 Percentage Modifier -> Damage = (Damage * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1 Flat Value Modifier -> Damage = 'Statistic Modifier' value
2 Percentage Modifier -> Damage = (Damage * 'Statistic Modifier' value) / 100
#86 (0x056) Stat: Slashing Resistance Modifier [86]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1 Flat Value Modifier -> Damage = 'Statistic Modifier' value
2 Percentage Modifier -> Damage = (Damage * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1 Flat Value Modifier -> Damage = 'Statistic Modifier' value
2 Percentage Modifier -> Damage = (Damage * 'Statistic Modifier' value) / 100
#87 (0x057) Stat: Crushing Resistance Modifier [87]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1 Flat Value Modifier -> Damage = 'Statistic Modifier' value
2 Percentage Modifier -> Damage = (Damage * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1 Flat Value Modifier -> Damage = 'Statistic Modifier' value
2 Percentage Modifier -> Damage = (Damage * 'Statistic Modifier' value) / 100
#88 (0x058) Stat: Piercing Resistance Modifier [88]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1 Flat Value Modifier -> Damage = 'Statistic Modifier' value
2 Percentage Modifier -> Damage = (Damage * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1 Flat Value Modifier -> Damage = 'Statistic Modifier' value
2 Percentage Modifier -> Damage = (Damage * 'Statistic Modifier' value) / 100
#89 (0x059) Stat: Missiles Resistance Modifier [89]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1 Flat Value Modifier -> Damage = 'Statistic Modifier' value
2 Percentage Modifier -> Damage = (Damage * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1 Flat Value Modifier -> Damage = 'Statistic Modifier' value
2 Percentage Modifier -> Damage = (Damage * 'Statistic Modifier' value) / 100
#90 (0x05A) Stat: Open Locks Modifier [90]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Skill = Skill + 'Statistic Modifier' value
1 Flat Value Modifier -> Skill = 'Statistic Modifier' value
2 Percentage Modifier -> Skill = (Skill * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Skill = Skill + 'Statistic Modifier' value
1 Flat Value Modifier -> Skill = 'Statistic Modifier' value
2 Percentage Modifier -> Skill = (Skill * 'Statistic Modifier' value) / 100
#91 (0x05B) Stat: Find Traps Modifier [91]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Skill = Skill + 'Statistic Modifier' value
1 Flat Value Modifier -> Skill = 'Statistic Modifier' value
2 Percentage Modifier -> Skill = (Skill * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Skill = Skill + 'Statistic Modifier' value
1 Flat Value Modifier -> Skill = 'Statistic Modifier' value
2 Percentage Modifier -> Skill = (Skill * 'Statistic Modifier' value) / 100
#92 (0x05C) Stat: Pick Pockets Modifier [92]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Skill = Skill + 'Statistic Modifier' value
1 Flat Value Modifier -> Skill = 'Statistic Modifier' value
2 Percentage Modifier -> Skill = (Skill * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Skill = Skill + 'Statistic Modifier' value
1 Flat Value Modifier -> Skill = 'Statistic Modifier' value
2 Percentage Modifier -> Skill = (Skill * 'Statistic Modifier' value) / 100
#93 (0x05D) Stat: Fatigue Modifier [93]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Skill = Skill + 'Statistic Modifier' value
1 Flat Value Modifier -> Skill = 'Statistic Modifier' value
2 Percentage Modifier -> Skill = (Skill * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Skill = Skill + 'Statistic Modifier' value
1 Flat Value Modifier -> Skill = 'Statistic Modifier' value
2 Percentage Modifier -> Skill = (Skill * 'Statistic Modifier' value) / 100
#94 (0x05E) Stat: Drunkenness Modifier [94]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Skill = Skill + 'Statistic Modifier' value
1 Flat Value Modifier -> Skill = 'Statistic Modifier' value
2 Percentage Modifier -> Skill = (Skill * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Skill = Skill + 'Statistic Modifier' value
1 Flat Value Modifier -> Skill = 'Statistic Modifier' value
2 Percentage Modifier -> Skill = (Skill * 'Statistic Modifier' value) / 100
#95 (0x05F) Stat: Tracking Skill Modifier [95]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Skill = Skill + 'Statistic Modifier' value
1 Flat Value Modifier -> Skill = 'Statistic Modifier' value
2 Percentage Modifier -> Skill = (Skill * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Skill = Skill + 'Statistic Modifier' value
1 Flat Value Modifier -> Skill = 'Statistic Modifier' value
2 Percentage Modifier -> Skill = (Skill * 'Statistic Modifier' value) / 100
#96 (0x060) Stat: Level Change [96]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Level = Level + 'Statistic Modifier' value
1 Flat Value Modifier -> Level = 'Statistic Modifier' value
2 Percentage Modifier -> Level = (Level * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Level = Level + 'Statistic Modifier' value
1 Flat Value Modifier -> Level = 'Statistic Modifier' value
2 Percentage Modifier -> Level = (Level * 'Statistic Modifier' value) / 100
#97 (0x061) Stat: Strength-Bonus Modifier [97]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Bonus = Bonus + 'Statistic Modifier' value
1 Flat Value Modifier -> Bonus = 'Statistic Modifier' value
2 Percentage Modifier -> Bonus = (Bonus * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Bonus = Bonus + 'Statistic Modifier' value
1 Flat Value Modifier -> Bonus = 'Statistic Modifier' value
2 Percentage Modifier -> Bonus = (Bonus * 'Statistic Modifier' value) / 100
#98 (0x062) HP: Regeneration [98]
Parameter #1: Regeneration Amount
Parameter #2: Type
Description:
Restores HP to the value of 'Regeneration Amount' in the style specified by the 'Type' field, to the targeted creature(s).
Known values for 'Type' are:
0 Restore 1 HP per second
1 Restore 1 HP per second
2 Restore 'Regeneration Amount' HP every second
3 Restore 1HP every 'Regeneration Amount' seconds
4 Restore Param 3 HP every Param 1 seconds
5+ Crash
Permanent timing modes require a duration for this effect to work.
Known values for 'Type' are:
0 Restore 1 HP per second
1 Restore 1 HP per second
2 Restore 'Regeneration Amount' HP every second
3 Restore 1HP every 'Regeneration Amount' seconds
4 Restore Param 3 HP every Param 1 seconds
5+ Crash
Permanent timing modes require a duration for this effect to work.
#99 (0x063) Spell Effect: Duration Modifier [99]
Parameter #1: Duration Modifier
Parameter #2: Type
Description:
Alters spell durations of the targeted creature(s), to the percentage specified by the 'Duration Modifier' field, affecting the spell type specified by the 'Type' field. Timing mode 0 is the only timing mode reliably affected. Timings handled through PRO files are ignored.
eg.
'Duration Modifier' = 0 -> Spells have no duration
'Duration Modifier' = 100 -> Spells have normal duration
'Duration Modifier' = 200 -> Spells have double duration
Known values for 'Type' are:
0 Mage
1 Priest
eg.
'Duration Modifier' = 0 -> Spells have no duration
'Duration Modifier' = 100 -> Spells have normal duration
'Duration Modifier' = 200 -> Spells have double duration
Known values for 'Type' are:
0 Mage
1 Priest
#100 (0x064) Protection: from Creature Type [100]
Parameter #1: IDS Entry
Parameter #2: IDS File
Description:
Gives the targeted creature(s) protection from the creature type specified by the 'IDS File' and 'IDS Entry' fields.
Known values for 'IDS File' are:
2 EA.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids
Known values for 'IDS File' are:
2 EA.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids
#101 (0x065) Protection: from Opcode [101]
Parameter #1: Irrelevant
Parameter #2: opcode
Description:
Gives the targeted creature(s) protection from the opcode specified by the 'opcode' field.
#102 (0x066) Protection: from Spell Levels [102]
Parameter #1: Spell Level
Parameter #2: Irrelevant
Description:
Gives the targeted creature(s) protection from spells up to the level specified by the 'Spell Level' field.
Known values for 'Spell Level' are:
1
..
9
Known values for 'Spell Level' are:
1
..
9
#103 (0x067) Text: Change Name [103]
Parameter #1: String Reference
Parameter #2: Irrelevant
Description:
Alters the name of the targeted creature(s) to the strref specified by the 'String Reference' field. When used with a duration timing, after the duration, the name will be set to a blank entry.
#104 (0x068) Stat: Experience Points [104]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> XP = XP + 'Statistic Modifier' value
1 Flat Value Modifier -> XP = 'Statistic Modifier' value
2 Percentage Modifier -> XP = (XP * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> XP = XP + 'Statistic Modifier' value
1 Flat Value Modifier -> XP = 'Statistic Modifier' value
2 Percentage Modifier -> XP = (XP * 'Statistic Modifier' value) / 100
#105 (0x069) Stat: Gold [105]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Gold = Gold - 'Statistic Modifier' value
1 Flat Value Modifier -> Gold = 'Statistic Modifier' value
2 Percentage Modifier -> Gold = (Gold * 'Statistic Modifier' value) / 100
NB. 'Type' 1 can only remove gold. Gold amount has a lower bound of 0.
Known values for 'Type' are:
0 Cumulative Modifier -> Gold = Gold - 'Statistic Modifier' value
1 Flat Value Modifier -> Gold = 'Statistic Modifier' value
2 Percentage Modifier -> Gold = (Gold * 'Statistic Modifier' value) / 100
NB. 'Type' 1 can only remove gold. Gold amount has a lower bound of 0.
#106 (0x06A) Stat: Morale Break Modifier [23]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Morale Break = Morale Break + 'Statistic Modifier' value
1 Flat Value Modifier -> Morale Break = 'Statistic Modifier' value
2 Percentage Modifier -> Morale Break = (Morale * 'Statistic Modifier' value) / 100
Known values for 'Type' are:
0 Cumulative Modifier -> Morale Break = Morale Break + 'Statistic Modifier' value
1 Flat Value Modifier -> Morale Break = 'Statistic Modifier' value
2 Percentage Modifier -> Morale Break = (Morale * 'Statistic Modifier' value) / 100
#107 (0x06B) Portrait Change [107]
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Sets the portrait of the targeted creature(s) to that specified in the resource key, based on the 'Type' value. This effect ignores durations attributed to it.
Known values for 'Type' are:
0 Small portrait
1 Large portrait
Known values for 'Type' are:
0 Small portrait
1 Large portrait
#108 (0x06C) Stat: Reputation [108]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Sets the individual reputation of the targeted creature(s) to the value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
This does not affect the main reputation of the Party. Though it can affect ranger/paladinhood of any target.
Known values for 'Type' are:
0 Cumulative Modifier -> Reputation = Reputation + 'Statistic Modifier' value
1 Flat Value Modifier -> Reputation = 'Statistic Modifier' value
2 Percentage Modifier -> Reputation = (Reputation * 'Statistic Modifier' value) / 100
This does not affect the main reputation of the Party. Though it can affect ranger/paladinhood of any target.
Known values for 'Type' are:
0 Cumulative Modifier -> Reputation = Reputation + 'Statistic Modifier' value
1 Flat Value Modifier -> Reputation = 'Statistic Modifier' value
2 Percentage Modifier -> Reputation = (Reputation * 'Statistic Modifier' value) / 100
#109 (0x06D) State: Hold [109]
Parameter #1: IDS Entry
Parameter #2: IDS File
Description:
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'.
Known values for 'IDS File' are:
2 EA.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids
Known values for 'IDS File' are:
2 EA.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids
#110 (0x06E) Empty: [110]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
This opcode has no effect.
#111 (0x06F) Item: Create Magical Weapon [111]
Parameter #1: Amount
Parameter #2: Irrelevant
Description:
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.
#112 (0x070) Item: Remove Item [112]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the item specified by the resource key from the targeted creature(s).
#113 (0x071) Empty: [113]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
This opcode has no effect.
#114 (0x072) Empty: [114]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
This opcode has no effect.
#115 (0x073) Detect: Alignment [115]
Parameter #1: Irrelevant
Parameter #2: Alignment Mask
Description:
Detects the alignment specified by the 'Alignment Mask' field.
Known values for 'Alignment Mask' are:
0 Evil (Glow red)
1 Neutral (Glow blue)
2 Good (Glow Green)
Known values for 'Alignment Mask' are:
0 Evil (Glow red)
1 Neutral (Glow blue)
2 Good (Glow Green)
#116 (0x074) State: Cure Invisibility [116]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes invisibility from the targeted creature(s).
This effect ignores durations attributed to it.
This effect ignores durations attributed to it.
#117 (0x075) Spell Effect: Reveal Area [117]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Reveals the current area.
NB. This does not remove the fog of war.
NB. This does not remove the fog of war.
#118 (0x076) Empty: [118]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
This opcode has no effect.
#119 (0x077) Spell Effect: Mirror Image [119]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the mirror image effect to the targeted creature(s). The number of images is dicated by the level of the caster.
#120 (0x078) Protection: from Melee Weapons [120]
Parameter #1: Enchantment
Parameter #2: Type
Description:
Gives the targeted creature(s) immunity to melee weapons as specified by the 'Type' field. The 'Enchantment' field is used if 'Type' is set to 0.
Known values for 'Type' are:
0 Enchantment
1 Magical
2 Non-Magical
3 Silver
4 Non-Silver
5 Silver / Non-Magical
6 Two-Handed
7 Non Two-Handed
8 Cursed
9 Non-Cursed
10 Cold-Iron
11 Non Cold-Iron
Known values for 'Type' are:
0 Enchantment
1 Magical
2 Non-Magical
3 Silver
4 Non-Silver
5 Silver / Non-Magical
6 Two-Handed
7 Non Two-Handed
8 Cursed
9 Non-Cursed
10 Cold-Iron
11 Non Cold-Iron
#121 (0x079) Empty: [121]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
This opcode has no effect.
#122 (0x07A) Item: Create Inventory Item [122]
Parameter #1: Charges
Parameter #2: Irrelevant
Description:
Creates the item specified by the resource key. The number of items created is controlled by the 'Charges' field. The number of secondary charge is determined by P3. The number of tertiary charges is determined by P4 (external eff's). The item is created in the Inventory.
#123 (0x07B) Item: Remove Inventory Item [123]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the item specified by the resource key from the targeted creature(s).
#124 (0x07C) Spell Effect: Teleport (Dimension Door) [124]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Teleports the targeted creature(s).
#125 (0x07D) Spell Effect: Unlock (Knock) [125]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the knock effect to the targeted creature(s).
#126 (0x07E) Stat: Movement Modifier [126]
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Values for 'Statistic Modifier' range from 0 (immobile) to 255 (instantaneous).
Known values for 'Type' are:
0 Cumulative Modifier -> Movement = Movement + 'Statistic Modifier' value
1 Flat Value Modifier -> Movement = 'Statistic Modifier' value
2 Percentage Modifier -> Movement = (Movement * 'Statistic Modifier' value) / 100
Values for 'Statistic Modifier' range from 0 (immobile) to 255 (instantaneous).
Known values for 'Type' are:
0 Cumulative Modifier -> Movement = Movement + 'Statistic Modifier' value
1 Flat Value Modifier -> Movement = 'Statistic Modifier' value
2 Percentage Modifier -> Movement = (Movement * 'Statistic Modifier' value) / 100
#127 (0x07F) Summon: Monster Summoning [127]
Parameter #1: Number
Parameter #2: Type
Description:
Summons a number of monsters.
Each creature files has a Creature Power Level number (at 0x18). The amount of monsters summoned by this effect is equal to the 'Number' field / Creature Power Level.
The 'Type' field set which 2da file to pick the creatures to summon from. The 2da files are monsumX and anisumX, where X = Type + 1. 0-4 are allied , 5-9 are hostile. The specific 2da files used are:
0 MONSUM01 Monster Summon 1
1 MONSUM02 Monster Summon 2
2 MONSUM03 Monster Summon 3
3 ANISUM01 Animal Summon 1
4 ANISUM02 Animal Summon 2
5 MONSUM01 Monster Summon 1 Hostile
6 MONSUM02 Monster Summon 2 Hostile
7 MONSUM03 Monster Summon 3 Hostile
8 ANISUM01 Animal Summon 1 Hostile
9 ANISUM02 Animal Summon 2 Hostile
A custom .2da file can be entered in the resource field.
If used from an external effect (.eff), the vvc field controls the bam file played when summoning.
Each creature files has a Creature Power Level number (at 0x18). The amount of monsters summoned by this effect is equal to the 'Number' field / Creature Power Level.
The 'Type' field set which 2da file to pick the creatures to summon from. The 2da files are monsumX and anisumX, where X = Type + 1. 0-4 are allied , 5-9 are hostile. The specific 2da files used are:
0 MONSUM01 Monster Summon 1
1 MONSUM02 Monster Summon 2
2 MONSUM03 Monster Summon 3
3 ANISUM01 Animal Summon 1
4 ANISUM02 Animal Summon 2
5 MONSUM01 Monster Summon 1 Hostile
6 MONSUM02 Monster Summon 2 Hostile
7 MONSUM03 Monster Summon 3 Hostile
8 ANISUM01 Animal Summon 1 Hostile
9 ANISUM02 Animal Summon 2 Hostile
A custom .2da file can be entered in the resource field.
If used from an external effect (.eff), the vvc field controls the bam file played when summoning.
#128 (0x080) State: Confusion [128]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the confusion effect the targeted creature(s). The creature will run around uncontrollable, randomly attacking.
#129 (0x081) State: Aid [129]
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Description:
Applies a bless effect, a bonus to HP and a bonus to saving throws to the targeted creature(s). The bonus is a number of 8-sided dice, with the number of dice controlled by the 'Statistic Modifier' value.
#130 (0x082) State: Bless [130]
Parameter #1: Modifier
Parameter #2: Irrelevant
Description:
Modifies the THAC0 and morale of the target creature(s) by the amount specified by the 'Modifier' parameter.
#131 (0x083) State: Positive Chant [131]
Parameter #1: Modifier
Parameter #2: Irrelevant
Description:
Applies the chant effect to the targeted creature(s). Chant affects the minimum damage caused by a weapon (up to the normal maximum damage of the weapon) and the attack roll modifier (up to a maximum of 20, excluding natural attack roll modifiers, e.g. high STR, invisibility etc) by 'Statistic Modifier' amount. The effect sets STATE_CHANT.
'Modifier' must be in the [-6,5] range.
Multiple chant effects are not cumulative.
'Modifier' must be in the [-6,5] range.
Multiple chant effects are not cumulative.
#132 (0x084) State: Raise Strength, Constitution, & Dexterity Non-Cumulative [132]
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Description:
Raises the strength, constitution and dexterity of the targeted creature(s) by the value specified by the 'Statistic Modifier' field. A negative value of 'Statistic Modifier' sets the strength, constitution and dexterity of the targeted creature(s) to 25.
#133 (0x085) Spell Effect: Luck Non-Cumulative [133]
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field to the targetted creatures luck. Luck affects the minimum damage caused by a weapon (up to the normal maximum damage of the weapon) and the attack roll modifier (up to a maximum of 20, excluding natural attack roll modifiers, e.g. high STR, invisibility etc) by 'Statistic Modifier' amount. The effect sets STATE_LUCK.
#134 (0x086) State: Petrification [134]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the petrification effect to the targeted creature(s). This effects kills & removes PC's from the party, and ends the game if used on the Protagonist.
#135 (0x087) Graphics: Polymorph into Specific [135]
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Polymorphs the targeted creature(s) into the creature specified by the resource key, in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Gain Resistances/statistics (spell-casting disabled)
1 Appearance only
Known values for 'Type' are:
0 Gain Resistances/statistics (spell-casting disabled)
1 Appearance only
#136 (0x088) State: Force Visible [136]
Parameter #1: Undefined
Parameter #2: Undefined
Description:
Renders the targeted creature(s) partially visible (does not remove the invisibility state, but the targeted is visible and attackable, but not targetable by spells).
The effect has no meaning on visible targets.
This effect has no duration.
The effect has no meaning on visible targets.
This effect has no duration.
#137 (0x089) State: Negative Chant [137]
Parameter #1: Modifier
Parameter #2: Irrelevant
Description:
Applies the chant effect to the targeted creature(s).
This effect works as the reverse of chant. The effect sets STATE_CHANTBAD.
This effect works as the reverse of chant. The effect sets STATE_CHANTBAD.
#138 (0x08A) Graphics: Character Animation Change [138]
Parameter #1: Irrelevant
Parameter #2: Animation Sequence
Description:
The targeted creature(s) shows the animation sequence specified by the 'Animation Sequence' field.
Known values for 'Type' are (from SEQ.IDS):
0 Attack
1 Awake
2 Cast
3 Conjure
4 Damage
5 Die
6 Turn head
7 Ready
8 Shoot
9 Twitch
10 Walk
11 Attack (Slash)
12 Attack (Backslash)
13 Attack (Jab)
14 Emerge
15 Hide
16 Sleep
Known values for 'Type' are (from SEQ.IDS):
0 Attack
1 Awake
2 Cast
3 Conjure
4 Damage
5 Die
6 Turn head
7 Ready
8 Shoot
9 Twitch
10 Walk
11 Attack (Slash)
12 Attack (Backslash)
13 Attack (Jab)
14 Emerge
15 Hide
16 Sleep
#139 (0x08B) Text: Display String [139]
Parameter #1: String Reference
Parameter #2: Irrelevant
Description:
Displays the strref specified by the 'String Reference' value.
#140 (0x08C) Graphics: Casting Glow [140]
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Creates a 2D animation for casting glow. These effects are usually used for casting glows based on the spell school.
Known values for 'Type' are:
0 .. 8 = Crash
9 Casting Glow Aqua (Necromancy)
10 Casting Glow Blue (Alteration)
11 Casting Glow Gold (Enchantment)
12 Casting Glow Green (Abjuration)
13 Casting Glow Magenta (Illusion)
14 Casting Glow Purple (Conjuration)
15 Casting Glow Red (Invocation)
16 Casting Glow White (Divination)
17+ Crashes
Known values for 'Type' are:
0 .. 8 = Crash
9 Casting Glow Aqua (Necromancy)
10 Casting Glow Blue (Alteration)
11 Casting Glow Gold (Enchantment)
12 Casting Glow Green (Abjuration)
13 Casting Glow Magenta (Illusion)
14 Casting Glow Purple (Conjuration)
15 Casting Glow Red (Invocation)
16 Casting Glow White (Divination)
17+ Crashes
#141 (0x08D) Graphics: Lighting Effects [141]
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Shows the lighting effect (a .bam file) specified by the 'Type' value. These effects are usually used for spell hits based on the spell school.
Known values for 'Type' are:
0 aqua SHAIR
1 aqua SHEARTH
2 aqua SHWATER
3 *crash*
4 blue SHAIR
5 blue SHEARTH
6 blue SHWATER
7 *crash*
8 gold SHAIR
9 gold SHEARTH
10 gold SHWATER
11 *crash*
12 green SHAIR
13 green SHEARTH
14 green SHWATER
15 *crash*
16 magenta SHAIR
17 magenta SHEARTH
18 magenta SHWATER
19 *crash*
20 purple SHAIR
21 purple SHEARTH
22 purple SHWATER
23 *crash*
24 red SHAIR
25 red SHEARTH
26 red SHWATER
27 *crash*
28 white SHAIR
29 white SHEARTH
30 white SHWATER
31 *crash*
32 red MUSHROOM
33 grey MUSHROOM
34 green MUSHROOM
35 red PILLAR
36 white PILLAR
37 white SWIRL
38 Shadow Door (SPDIMDR)
39 Finger of Death (SPFDEATH)
40+ *crash*
Known values for 'Type' are:
0 aqua SHAIR
1 aqua SHEARTH
2 aqua SHWATER
3 *crash*
4 blue SHAIR
5 blue SHEARTH
6 blue SHWATER
7 *crash*
8 gold SHAIR
9 gold SHEARTH
10 gold SHWATER
11 *crash*
12 green SHAIR
13 green SHEARTH
14 green SHWATER
15 *crash*
16 magenta SHAIR
17 magenta SHEARTH
18 magenta SHWATER
19 *crash*
20 purple SHAIR
21 purple SHEARTH
22 purple SHWATER
23 *crash*
24 red SHAIR
25 red SHEARTH
26 red SHWATER
27 *crash*
28 white SHAIR
29 white SHEARTH
30 white SHWATER
31 *crash*
32 red MUSHROOM
33 grey MUSHROOM
34 green MUSHROOM
35 red PILLAR
36 white PILLAR
37 white SWIRL
38 Shadow Door (SPDIMDR)
39 Finger of Death (SPFDEATH)
40+ *crash*
#142 (0x08E) Graphics: Display Special Effect Icon [142]
Parameter #1: Irrelevant
Parameter #2: Icon
Description:
Shows the icon specified by the 'Icon' field on the targeted creature(s) portrait.
All values are drawn directly from STATES.BAM in the GUIBam.bif starting at sequence 65.
Known values for 'Icon' are:
0 Charm
1 Dire Charm
2 Rigid Thinking
3 Confusion
4 Berserk
5 Intoxicated
6 Poisoned
7 Nauseated
8 Blind
9 Protection from Evil
10 Protection from Petrification
11 Protection from Missiles
12 Magic Armour
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-detection
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 Regenerate
43 Domination
44 Hopelessness
45 Greater Malison
46 Spirit Armour
47 Chaos
48 Feebleminded
49 Defensive Harmony
50 Champion's Strength
51 Dying
52 Mind Shield
53 Level Drain
54 Polymorph Self
55 Stun
56 Regeneration
57 Perception
58 Master Thievery
59 Energy Drain (Psionic/Mindflayer)
60 Holy Power
61 Cloak of Fear
62 Iron Skins
63 Magic Resistance
64 Righteous Magic
65 Spell Turning
66 Repulsing Undead
67 Spell Deflection
68 Fire Shield Red
69 Fire Shield Blue
70 Protection from Normal Weapons
71 Protection from Magic Weapons
72 Tenser’s Transformation
73 Protection from Magical Energy
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 Stance
85 Defensive Stance
86 Intelligence Drained by Mind Flayer
87 Regenerating
88 Dialog Mode
89 At a Store
90 Negative Plane Protection
91 Ability Score Drained
92 Spell Sequencer Active
93 Protected from Energy
94 Magnetized
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 Impro
All values are drawn directly from STATES.BAM in the GUIBam.bif starting at sequence 65.
Known values for 'Icon' are:
0 Charm
1 Dire Charm
2 Rigid Thinking
3 Confusion
4 Berserk
5 Intoxicated
6 Poisoned
7 Nauseated
8 Blind
9 Protection from Evil
10 Protection from Petrification
11 Protection from Missiles
12 Magic Armour
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-detection
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 Regenerate
43 Domination
44 Hopelessness
45 Greater Malison
46 Spirit Armour
47 Chaos
48 Feebleminded
49 Defensive Harmony
50 Champion's Strength
51 Dying
52 Mind Shield
53 Level Drain
54 Polymorph Self
55 Stun
56 Regeneration
57 Perception
58 Master Thievery
59 Energy Drain (Psionic/Mindflayer)
60 Holy Power
61 Cloak of Fear
62 Iron Skins
63 Magic Resistance
64 Righteous Magic
65 Spell Turning
66 Repulsing Undead
67 Spell Deflection
68 Fire Shield Red
69 Fire Shield Blue
70 Protection from Normal Weapons
71 Protection from Magic Weapons
72 Tenser’s Transformation
73 Protection from Magical Energy
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 Stance
85 Defensive Stance
86 Intelligence Drained by Mind Flayer
87 Regenerating
88 Dialog Mode
89 At a Store
90 Negative Plane Protection
91 Ability Score Drained
92 Spell Sequencer Active
93 Protected from Energy
94 Magnetized
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 Impro