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 Weapons
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 -1. If the targets AC is already 'AC Modifier' or below, this effect will do nothing).
Known values for 'Type' are:
0 All Weapons
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 -1. 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
Note: 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
Note: 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.
N.B. Does not remove the state_helpless flag.
This effect ignores durations attributed to it.
N.B. 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 [5]
Parameter #1: General Type
Parameter #2: Irrelevant
Description:
To charm any creature, leave both parameters at 0.
To charm a specific creature based upon it's General Identifier, refer to the game's GENERAL.IDS file.
To charm a specific creature based upon it's General Identifier, refer to the game's GENERAL.IDS file.
#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.
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.
#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)
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
34 Shield panelling
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Unknown but listed in helm01
53 Helm - the main covering
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes)
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
34 Shield panelling
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Unknown but listed in helm01
53 Helm - the main covering
#8 (0x008) Colour: Colour Glow Solid
Parameter #1: RGB Colour
Parameter #2: Irrelevant
Description:
Set the RGB Colour parameter to the colour value you want to use with the second byte being the Red portion (0-255), the third byte the Green portion (0-255), and the fourth byte being the Blue portion (0-255).
#9 (0x009) Colour: Colour Glow Pulsate
Parameter #1: RGB Colour
Parameter #2: Pulse Speed
Description:
Set the RGB Colour parameter to the colour value you want to use with the second byte being the Red portion (0-255), the third byte the Green portion (0-255), and the fourth byte being the Blue portion (0-255) and the part specified by the third byte of the Speed parameter determining the speed of the flashing with 01 the fastest and 255 the slowest. A speed parameter of 0 does not pulsate. 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.
#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.
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.
#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) Damage
Parameter #1: Fixed Damage
Parameter #2: Damage Type
Description:
Set the Dice Throws and Size to the random damage you wish to do to the target (if you want no random damage done, leave it at 0d0). If you wish to do fixed damage as well, or by itself, set the Fixed Damage parameter to the ammount of damage to do (if you want no fixed damage done, leave the value at 0).
If a saving throw is made, the damage values are cut in half, including Fixed Damage. To completely negate damage in the case of a successful saving throw, set the Resource Key to NEG.
The following values are valid for Damage Type:
0 is Crushing Damage
1 is Lower HP to Fixed Damage value(Ignores random damage values)
2 is Lower HP to Fixed Percent set by Fixed Damage value
4 is Lower HP by 1/3 of the effect's damage (after random damage has been rolled)
65536 is Acid Damage
131072 is Cold Damage
262144 is Electic Damage
524288 is Fire Damage
1048576 is Piercing Damage
2097152 is Poison Damage
4194304 is Magic Damage
8388608 is Missile Damage
16777216 is Slashing Damage
33554432 is Magic Fire Damage
67108864 is Magic Cold Damage
134217728 is Stunning Damage
Keep in mind that if a character makes a save for damage type 1 or 2 without the NEG Resource Key, the Fixed Damage will be cut in half, which will cause MORE HP loss!
NB. 'Stunning' damage does not stun the target. Stunning damage cannot kill a creature, creatures are reduced to 1 HP and are knocked unconscious.
If a saving throw is made, the damage values are cut in half, including Fixed Damage. To completely negate damage in the case of a successful saving throw, set the Resource Key to NEG.
The following values are valid for Damage Type:
0 is Crushing Damage
1 is Lower HP to Fixed Damage value(Ignores random damage values)
2 is Lower HP to Fixed Percent set by Fixed Damage value
4 is Lower HP by 1/3 of the effect's damage (after random damage has been rolled)
65536 is Acid Damage
131072 is Cold Damage
262144 is Electic Damage
524288 is Fire Damage
1048576 is Piercing Damage
2097152 is Poison Damage
4194304 is Magic Damage
8388608 is Missile Damage
16777216 is Slashing Damage
33554432 is Magic Fire Damage
67108864 is Magic Cold Damage
134217728 is Stunning Damage
Keep in mind that if a character makes a save for damage type 1 or 2 without the NEG Resource Key, the Fixed Damage will be cut in half, which will cause MORE HP loss!
NB. 'Stunning' damage does not stun the target. Stunning damage cannot kill a creature, creatures are reduced to 1 HP and are knocked unconscious.
#13 (0x00D) Death
Parameter #1: Irrelevant
Parameter #2: Death State?
Description:
This effect will instantly kill a creature. Leave both parameters at zero for this effect to work.
NOTE: DO NOT use a timing mode of Duration or Permanent for this effect, or it will crash! To use this effect without a delay, simply set the timing mode to Delay, and the time to 0.
The Death State? parameter sets whether or not the CGAMESPRITE_STATE_DEAD is applied to the target:
0 or any multiple of 4 (4,8,16,32...)-State set in target
Any other-Target simply killed.
NOTE: DO NOT use a timing mode of Duration or Permanent for this effect, or it will crash! To use this effect without a delay, simply set the timing mode to Delay, and the time to 0.
The Death State? parameter sets whether or not the CGAMESPRITE_STATE_DEAD is applied to the target:
0 or any multiple of 4 (4,8,16,32...)-State set in target
Any other-Target simply killed.
#14 (0x00E) Defrost
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leaving both parameters at zero. When cast upon targets afflicted with frozen death from 'Set Status Effect(s)' though, the target will still be immobilized.
#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.
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.
#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.
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.
#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.
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.
#20 (0x014) Invisibility (state)
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at all zeros for this Effect to work.
This effect will not work with a timing mode of Duration or Permanent. All other timing modes function correctly.
This effect will not work with a timing mode of Duration or Permanent. All other timing modes function correctly.
#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) Luck
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at zero for this effect to work. The Dice Size and Dice Throws determine the ammount of luck granted to the character. The effect does not set STATE_LUCK.
#23 (0x017) Morale
Parameter #1: Statistic Modifier
Parameter #2: Modifier Type
Description:
The Modifier Type parameter sets how the Statistic Modifier works.
The following values are valid for the Modifier Type parameter:
0 Bonus: the statistic modifier is added to the current index reference value. Negative values decrease it.
1 Set: the index reference value is set to the statistic modifier
2 Scale: the statistic modifier is applied as a percentage (i.e. 50 = 50%) to the statistic modifier.
Note that any Morale-based effects (i.e. Panic) may be added or removed by this effect.
The following values are valid for the Modifier Type parameter:
0 Bonus: the statistic modifier is added to the current index reference value. Negative values decrease it.
1 Set: the index reference value is set to the statistic modifier
2 Scale: the statistic modifier is applied as a percentage (i.e. 50 = 50%) to the statistic modifier.
Note that any Morale-based effects (i.e. Panic) may be added or removed by this effect.
#24 (0x018) State: Horror [24]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the horror effect to the targeted creature(s).
#25 (0x019) Poison Target
Parameter #1: Variable
Parameter #2: Poison Type
Description:
The Poison Type determines what the effect properly does. The Timing Mode must be set to either 'Duration' or 'Delay with Duration' (Timing Mode 3) for this effect to work.
1 1 HP per Second: The Variable parameter must be set to 1 for this to work.
2 Hit Points Per Second: The Variable parameter defines how much hit point damage is done each second
3 Seconds Per Hit Points: The Variable parameter defines how long it takes to do 1 HP of damage
1 1 HP per Second: The Variable parameter must be set to 1 for this to work.
2 Hit Points Per Second: The Variable parameter defines how much hit point damage is done each second
3 Seconds Per Hit Points: The Variable parameter defines how long it takes to do 1 HP of damage
#26 (0x01A) Remove Curse
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Removes cursed items from the targeted creature(s). Known values for 'Type' are:
0 Normal
1 Dispel effect #211 (Induce Hiccups)
0 Normal
1 Dispel effect #211 (Induce Hiccups)
#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) Unconsciousness (Helpless)
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at all zeros for this Effect to work. If the Timing Mode is set to 'Duration' or 'Delayed With Duration' (Timing Mode 3), then the target is considered unconscious, and a special graphic effect will appear on the target(s). All other durations simply set 'helplessness'.
#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 Nothing
2 White with small blue specs that alternate between white and dark blue
3 Mostly purple, changing to white towards the end of the effect
4 White sparkles that fade out
5 White sparkles that fade out, but last longer than '4'
6 White sparkles that alternate to purple at the end of the effect
7 Like six, except it seems to change faster
8 Glittering white specs
9 White and grey specs that alternate to blue at the end of the effect
10 Dark grey specs that alternate to white at the end of the effect
11 Pink specs, some changing to white at the end of the effect
12 White effects that very slowly fade out
13 Crash
Known values for 'Type' are:
1 Sparkle Puff
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 Nothing
2 White with small blue specs that alternate between white and dark blue
3 Mostly purple, changing to white towards the end of the effect
4 White sparkles that fade out
5 White sparkles that fade out, but last longer than '4'
6 White sparkles that alternate to purple at the end of the effect
7 Like six, except it seems to change faster
8 Glittering white specs
9 White and grey specs that alternate to blue at the end of the effect
10 Dark grey specs that alternate to white at the end of the effect
11 Pink specs, some changing to white at the end of the effect
12 White effects that very slowly fade out
13 Crash
Known values for 'Type' are:
1 Sparkle Puff
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.
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.
#45 (0x02D) State: Stun [45]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Stuns the targeted creature(s).
#46 (0x02E) Unstun
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
This effect will make the target not stunned anymore. Cannot affect targets stunned by 'Set Status Effect(s)'. Leave both parameters to zero for this effect to function.
#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.
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.
#50 (0x032) Character Colourglow (Timed)
Parameter #1: RGB Colour
Parameter #2: Timing
Description:
Set the RGB Colour parameter to the colour value you want to use with the second byte being the Red portion (0-255), the third byte the Green portion (0-255), and the fourth byte being the Blue portion (0-255). The third byte of the Timing parameter determines how long the effect takes to reach fully colourization, outside of duration, after which it immediately ends. Valid values are 1-200 for this parameter, with 1 being the fastest.
#52 (0x034) Character Colourglow (Instant II)
Parameter #1: RGB Colour
Parameter #2: Irrelevant
Description:
Set the RGB Colour parameter to the colour value you want to use with the second byte being the Red portion (0-255), the third byte the Green portion (0-255), and the fourth byte being the Blue portion (0-255).
#53 (0x035) Animation ID Modifier
Parameter #1: Animation Set
Parameter #2: Irrelevant
Description:
This effect polymorphs the target into a specific creature animation set (i.e. you can change Vhailor into Annah, if you wished, etc). To figure out the Animate Set parameter value, do the following:
Look up the value for the Animation Set you wish to use for this effect in the RESDATA.INI file (it'll be the number in the brackets directly above it), then do the following:
If you want the animation to be falsely/'clown' coloured, add 24576
If you want the animation to be true coloured, add 57344
There are several animations that SHOULD NOT be used with this effect. They are special, and will result in a CRASH!
Iron Golem
Pillar of Skulls
Foundry Gears
Mortuary Ghost
Look up the value for the Animation Set you wish to use for this effect in the RESDATA.INI file (it'll be the number in the brackets directly above it), then do the following:
If you want the animation to be falsely/'clown' coloured, add 24576
If you want the animation to be true coloured, add 57344
There are several animations that SHOULD NOT be used with this effect. They are special, and will result in a CRASH!
Iron Golem
Pillar of Skulls
Foundry Gears
Mortuary Ghost
#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
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
#55 (0x037) Kill Creature Type
Parameter #1: Index Number
Parameter #2: IDS File
Description:
This item will kill the type of creature set by the parameters. The IDS file is the filen to get the reference number from. The Reference number is the creature type to kill.
NOTE: DO NOT use a timing mode of Duration, Permanent or Delay with Duration for this effect, or it will crash! To use this effect without a delay, simply set the timing mode to Delay, and the time to 0.
The following values are valid for the parameters:
IDS File: 3 (General)
Reference Value:
1 HUMANOID
2 ANIMAL
3 DEAD
4 UNDEAD
5 GIANTHUMANOID
6 FROZEN
7 DRUNK
8 GOOD
9 BAD
10 HIDDEN
11 LEADER
12 FOLLOWER
13 MANY_1
14 MANY_2
15 MANY_3
16 MANY_4
255 MONSTER
IDS File: 4 (Race)
Reference Value:
1 HUMAN
2 AASIMAR
3 ABISHAI_BLACK
4 ABISHAI_GREEN
5 ABISHAI_RED
6 ANNAH
7 BAATEZU
8 CAMPATUSKANELLA
9 CORNUGON
10 Cranium_Rat
11 DABUS
12 DAKKON
13 DEIONARRA
14 DEVA
15 DRONE_BOSS
16 DRONE_HEAVY
17 DRONE_LIGHT
18 DRONE_MEDIUM
19 FALL_FROM_GRACE
20 FELL
21 GEHRELETH
22 GENSAI_AIR
23 GENSAI_FIRE
24 GENSAI_STONE
25 GENSAI_WATER
26 GHOST
27 GHOUL
28 GIANT_SKELETON
29 GITHYANKI
30 GITHZERAI
31 GLABREZU
32 GRILLIG
33 GRONK
34 HARGRIMM
35 IGNUS
36 IRON_GOLEM
37 JAMES_BIRD
38 LADY_OF_PAIN
39 LEMURE
40 LIM_LIM
41 LOTHAR
42 MANTUOK
43 MANY_AS_ONE
44 MODRON
45 MORTE
46 NIGHT_HAG
b47 NO_RACE
48 NORDOM
49 NUPPERIBO
50 PILLAR_OF_SKULLS
51 RESTLESS_SPIRIT
52 ROGUE_MODRON
53 SHADOW_MARK_1
54 SHADOW_MARK_2
55 SHADOW_MARK_3
56 SKELETON
57 SKELETON_GIANT
58 SKELETON_PRIEST
59 SOHMIEN
60 STONE_GOLEM
61 SUCCUBUS
62 TANARRI
63 THOKOLA
64 TIEFLING
65 TRIGIT
66 TROCOPOTOCA
67 VARGOUILLE
68 VHAILOR
69 WERERAT
70 WERERAT_MANTUOK
71 WORM
72 ZOMBIE
73 BARIAUR
254 UNKNOWN_RACE
255 NO_RACE
IDS File: 5 (Class)
Reference Values:
1 MAGE
2 FIGHTER
3 CLERIC
4 THIEF
5 BARD
6 PALADIN
7 FIGHTER_MAGE
8 FIGHTER_CLERIC
9 FIGHTER_THIEF
10 FIGHTER_MAGE_THIEF
11 DRUID
12 RANGER
13 MAGE_THIEF
14 CLERIC_MAGE
15 CLERIC_THIEF
16 FIGHTER_DRUID
17 FIGHTER_MAGE_CLERIC
18 CLERIC_RANGER
255 NO_CLASS
IDS File: 8 (Alignment)
Reference Values:
00 NONE
17 LAWFUL_GOOD
18 LAWFUL_NEUTRAL
19 LAWFUL_EVIL
33 NEUTRAL_GOOD
34 NEUTRAL
35 NEUTRAL_EVIL
49 CHAOTIC_GOOD
50 CHAOTIC_NEUTRAL
51 CHAOTIC_EVIL
Other values are undetermined at this time.
NOTE: DO NOT use a timing mode of Duration, Permanent or Delay with Duration for this effect, or it will crash! To use this effect without a delay, simply set the timing mode to Delay, and the time to 0.
The following values are valid for the parameters:
IDS File: 3 (General)
Reference Value:
1 HUMANOID
2 ANIMAL
3 DEAD
4 UNDEAD
5 GIANTHUMANOID
6 FROZEN
7 DRUNK
8 GOOD
9 BAD
10 HIDDEN
11 LEADER
12 FOLLOWER
13 MANY_1
14 MANY_2
15 MANY_3
16 MANY_4
255 MONSTER
IDS File: 4 (Race)
Reference Value:
1 HUMAN
2 AASIMAR
3 ABISHAI_BLACK
4 ABISHAI_GREEN
5 ABISHAI_RED
6 ANNAH
7 BAATEZU
8 CAMPATUSKANELLA
9 CORNUGON
10 Cranium_Rat
11 DABUS
12 DAKKON
13 DEIONARRA
14 DEVA
15 DRONE_BOSS
16 DRONE_HEAVY
17 DRONE_LIGHT
18 DRONE_MEDIUM
19 FALL_FROM_GRACE
20 FELL
21 GEHRELETH
22 GENSAI_AIR
23 GENSAI_FIRE
24 GENSAI_STONE
25 GENSAI_WATER
26 GHOST
27 GHOUL
28 GIANT_SKELETON
29 GITHYANKI
30 GITHZERAI
31 GLABREZU
32 GRILLIG
33 GRONK
34 HARGRIMM
35 IGNUS
36 IRON_GOLEM
37 JAMES_BIRD
38 LADY_OF_PAIN
39 LEMURE
40 LIM_LIM
41 LOTHAR
42 MANTUOK
43 MANY_AS_ONE
44 MODRON
45 MORTE
46 NIGHT_HAG
b47 NO_RACE
48 NORDOM
49 NUPPERIBO
50 PILLAR_OF_SKULLS
51 RESTLESS_SPIRIT
52 ROGUE_MODRON
53 SHADOW_MARK_1
54 SHADOW_MARK_2
55 SHADOW_MARK_3
56 SKELETON
57 SKELETON_GIANT
58 SKELETON_PRIEST
59 SOHMIEN
60 STONE_GOLEM
61 SUCCUBUS
62 TANARRI
63 THOKOLA
64 TIEFLING
65 TRIGIT
66 TROCOPOTOCA
67 VARGOUILLE
68 VHAILOR
69 WERERAT
70 WERERAT_MANTUOK
71 WORM
72 ZOMBIE
73 BARIAUR
254 UNKNOWN_RACE
255 NO_RACE
IDS File: 5 (Class)
Reference Values:
1 MAGE
2 FIGHTER
3 CLERIC
4 THIEF
5 BARD
6 PALADIN
7 FIGHTER_MAGE
8 FIGHTER_CLERIC
9 FIGHTER_THIEF
10 FIGHTER_MAGE_THIEF
11 DRUID
12 RANGER
13 MAGE_THIEF
14 CLERIC_MAGE
15 CLERIC_THIEF
16 FIGHTER_DRUID
17 FIGHTER_MAGE_CLERIC
18 CLERIC_RANGER
255 NO_CLASS
IDS File: 8 (Alignment)
Reference Values:
00 NONE
17 LAWFUL_GOOD
18 LAWFUL_NEUTRAL
19 LAWFUL_EVIL
33 NEUTRAL_GOOD
34 NEUTRAL
35 NEUTRAL_EVIL
49 CHAOTIC_GOOD
50 CHAOTIC_NEUTRAL
51 CHAOTIC_EVIL
Other values are undetermined at this time.
#56 (0x038) Alignment: Invert [56]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Inverts the alignment of the targeted creature(s).
Does not affect the Protagonist.
Does not affect the Protagonist.
#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'.
Does not affect the Protagonist.
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
Does not affect the Protagonist.
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.
Known values for 'Type' are:
0 Cumulative Modifier -> Stealth = Stealth + 'Statistic Modifier' value
1 Flat Value Modifier -> Stealth = 'Statistic Modifier' value
Known values for 'Type' are:
0 Cumulative Modifier -> Stealth = Stealth + 'Statistic Modifier' value
1 Flat Value Modifier -> Stealth = 'Statistic Modifier' value
#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
Known values for 'Type' are:
0 Mage Spells
1 Cleric Spells
#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: Undefined
Parameter #2: Undefined
Description:
Gives the targeted creature(s) infravision.
#64 (0x040) State: Remove Infravision [64]
Parameter #1: Undefined
Parameter #2: Undefined
Description:
Removes infravision from the targeted creature(s).
NB. This will not remove racial infravision.
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) Transparency Fade
Parameter #1: Fade Amount
Parameter #2: Irrelevant
Description:
Set the Fade Amount parameter to set how faded the Effect does. A 1 is fully visible and a 255 is nearly invisible.
#67 (0x043) Creature Summoning (Ally)
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at zero and the duration to 'permanent' for this effect to work. The resource key must be set to the name of the file you wish to use. Creatures summoned in this manner are in full control of the party.
This effect REQUIRES a Bam file named SPBOOM in a bif or the override folder for this effect to work. Without it, the effect WILL NOT WORK.
This effect REQUIRES a Bam file named SPBOOM in a bif or the override folder for this effect to work. Without it, the effect WILL NOT WORK.
#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) Non-Detection
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at all zeros for this Effect to work.
#70 (0x046) End Non-Detection
Parameter #1: Undefined
Parameter #2: Undefined
Description:
The exact definitions of these parameter and exact functions are undefined at this time.
#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) AI Identifier Modifier
Parameter #1: IDS Value
Parameter #2: Identifier Type
Description:
Set the Identifier Type to the Object Identifier you wish to alter in the given creature. The IDS Value is the value from the associated IDS file.
Known values for 'Identifier Type' are:
0 Allegiance (EA.IDS)
1 General (GENERAL.IDS)
2 Race (RACE.IDS)
3 Class (CLASS.IDS)
4 Specific (SPECIFIC.IDS)
5 Gender (GENDER.IDS)
6 Alignment (ALIGNMEN.IDS)
Known values for 'Identifier Type' are:
0 Allegiance (EA.IDS)
1 General (GENERAL.IDS)
2 Race (RACE.IDS)
3 Class (CLASS.IDS)
4 Specific (SPECIFIC.IDS)
5 Gender (GENDER.IDS)
6 Alignment (ALIGNMEN.IDS)
#73 (0x049) Bonus Damage Bonus
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
The 'Type' parameter sets how the Statistic Modifier works. NOTE: THIS ONE IS DIFFERENT FROM OTHERS!!:
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1+ Flat Value Modifier -> Damage = 'Statistic Modifier' value
Known values for 'Type' are:
0 Cumulative Modifier -> Damage = Damage + 'Statistic Modifier' value
1+ Flat Value Modifier -> Damage = 'Statistic Modifier' value
#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).
#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).
#78 (0x04E) Disease Target
Parameter #1: Time/Damage
Parameter #2: Disease Type
Description:
The Disease Type determines what the effect properly does. The Timing Mode must be set to either 'Duration' or 'Delay with Duration' (Timing Mode 3) for this effect to work.
A value of 00 and 01 simply does 1 damage each second. The Time/Damage parameter must be set to a value other than zero in order for this effect to work, but otherwise has no bearing on the effect.
A value of 02 uses the Time/Damage Parameter to determine how much damage is done each second for the duration of the effect.
A value of 03 uses the Time/Damage Parameter value to set the time between damage.
Permanent timing modes require a duration for this effect to work.
A value of 00 and 01 simply does 1 damage each second. The Time/Damage parameter must be set to a value other than zero in order for this effect to work, but otherwise has no bearing on the effect.
A value of 02 uses the Time/Damage Parameter to determine how much damage is done each second for the duration of the effect.
A value of 03 uses the Time/Damage Parameter value to set the time between damage.
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).
#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/Special Graphic Effect
Parameter #1: Irrelevant
Parameter #2: Index Number
Description:
Set the index number to the Projectile/Special Graphic effect you wish the target(s) to be immune from. What does this mean? It means any spell, effect, or item using this index number +1 cannot affect the target(s).
Known values for 'Index Number' are:
0 None
1 Arrow (Red End)
2 Arrow (Flame Tipped, Exploding)
3 Arrow (Flame Tipped)
4 Arrow (Lavender End)
6 Throwing Axe #1
9 Throwing Axe #2
10 Throwing Axe #3
11 Crossbow Bolt #1
12 Crossbow Bolt (Smoking, Exploding)
14 Crossbow Bolt #2
15 Crossbow Bolt #3
16 Sling Stone #1
17 Sling Stone (Smoking, Exploding)
19 Sling Stone #2
21 Fan of Flame
22 Quick Lightning Bolt
23 Chromiatic Orb
24 Cone of Cold Graphic effect that is delayed 1 second
25 Cone of Cold Graphic Effect #1
26 Throwing Dagger (Black Handle) #1
29 Throwing Dagger (Grey Handle)
31 Throwing Dagger (Light Grey Handle)
32 Throwing Dagger (Smoking, Exploding)
34 Throwing Dagger (Black Handle) #2
36 Magic Missile (Old, 1) #1
37 Fireball (Explosion)
39 Lightning (Special, Strings between walls back and forth)
40 Thrown Stone
41 Slow light blue missile that makes a bright yellow burst of light
44 Small Steam burst
46 Quick Light Blue Missile #3
47 Quick Light Blue Missile #4
48 Quick Light Blue Missile #5
49 Quick Light Blue Missile #6
50 Quick Light Blue Missile #7
Known values for 'Index Number' are:
0 None
1 Arrow (Red End)
2 Arrow (Flame Tipped, Exploding)
3 Arrow (Flame Tipped)
4 Arrow (Lavender End)
6 Throwing Axe #1
9 Throwing Axe #2
10 Throwing Axe #3
11 Crossbow Bolt #1
12 Crossbow Bolt (Smoking, Exploding)
14 Crossbow Bolt #2
15 Crossbow Bolt #3
16 Sling Stone #1
17 Sling Stone (Smoking, Exploding)
19 Sling Stone #2
21 Fan of Flame
22 Quick Lightning Bolt
23 Chromiatic Orb
24 Cone of Cold Graphic effect that is delayed 1 second
25 Cone of Cold Graphic Effect #1
26 Throwing Dagger (Black Handle) #1
29 Throwing Dagger (Grey Handle)
31 Throwing Dagger (Light Grey Handle)
32 Throwing Dagger (Smoking, Exploding)
34 Throwing Dagger (Black Handle) #2
36 Magic Missile (Old, 1) #1
37 Fireball (Explosion)
39 Lightning (Special, Strings between walls back and forth)
40 Thrown Stone
41 Slow light blue missile that makes a bright yellow burst of light
44 Small Steam burst
46 Quick Light Blue Missile #3
47 Quick Light Blue Missile #4
48 Quick Light Blue Missile #5
49 Quick Light Blue Missile #6
50 Quick Light Blue Missile #7
#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) Regeneration
Parameter #1: Regen/Time
Parameter #2: Regen Type
Description:
The Regen Type parameter sets how the Regen/Time parameter works.
00 then all of the target's lost Hit Points will be restored
01 then the Regen/Time parameter is the Maximum Hit Point percentage to replace each second
02 the Modifier is the amount of Hit Points to regenerate per second
03 then the Regen/Time parameter's value is the amount of seconds it takes to regenerate 1 Hit Point
Permanent timing modes require a duration for this effect to work.
00 then all of the target's lost Hit Points will be restored
01 then the Regen/Time parameter is the Maximum Hit Point percentage to replace each second
02 the Modifier is the amount of Hit Points to regenerate per second
03 then the Regen/Time parameter's value is the amount of seconds it takes to regenerate 1 Hit Point
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.
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
Parameter #1: Index Number
Parameter #2: IDS File
Description:
Set the IDS file to the value you want to target. Set the Index Number to the value within the file. To be protected from any creature, leave the Index at zero, and the IDS at 2. Protection will grant the bearer immunity from being attack, cast a spell at, or otherwise targeted by creatures with this type.
The following values are valid for the IDS File parameter:
2 is Enemy/Ally (EA.IDS)
3 is General (GENERAL.IDS)
4 is Race (RACE.IDS)
5 is Class (CLASS.IDS)
6 is Specifics (SPECIFIC.IDS)
7 is Gender (GENDER.IDS)
8 is Alignment (ALIGNMEN.IDS)
The following values are valid for the IDS File parameter:
2 is Enemy/Ally (EA.IDS)
3 is General (GENERAL.IDS)
4 is Race (RACE.IDS)
5 is Class (CLASS.IDS)
6 is Specifics (SPECIFIC.IDS)
7 is Gender (GENDER.IDS)
8 is Alignment (ALIGNMEN.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 Power
Parameter #2: Irrelevant
Description:
Gives the targeted creature(s) protection from effects with a Power equal to that specified by the 'Spell Power' field.
Known values for 'Spell Power' are:
1
..
9
Known values for 'Spell Power' 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 Unknown (not percentage)
Known values for 'Type' are:
0 Cumulative Modifier -> Gold = Gold + 'Statistic Modifier' value
1 Flat Value Modifier -> Gold = 'Statistic Modifier' value
2 Unknown (not percentage)
#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) Helplessness Set in Creature Type
Parameter #1: Index Number
Parameter #2: IDS File
Description:
This item will set the 'helpless' status in the type of creature set by the parameters. It's similar to a hold effect. The IDS file is the file to get the reference number from. The Reference number is the creature type to affect.
The following values are valid for the IDS File parameter:
2 is Enemy/Ally (EA.IDS)
3 is General (GENERAL.IDS)
4 is Race (RACE.IDS)
5 is Class (CLASS.IDS)
6 is Specifics (SPECIFIC.IDS)
7 is Gender (GENDER.IDS)
8 is Alignment (ALIGNMEN.IDS)
The following values are valid for the IDS File parameter:
2 is Enemy/Ally (EA.IDS)
3 is General (GENERAL.IDS)
4 is Race (RACE.IDS)
5 is Class (CLASS.IDS)
6 is Specifics (SPECIFIC.IDS)
7 is Gender (GENDER.IDS)
8 is Alignment (ALIGNMEN.IDS)
#110 (0x06E) Run Away
Parameter #1: Irrelevant
Parameter #2: Non-meaninful
Description:
Leave both parameters at zero for this effect to work. Note that oddly, it will NOT work 100% of the time.
#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) Item: (Equip Weapon) [113]
Parameter #1: Undefined
Parameter #2: Undefined
Description:
The use of this effect is unknown, and effect of its parameters are undefined.
#114 (0x072) Graphics: Dither [114]
Parameter #1: Undefined
Parameter #2: Undefined
Description:
The use of this effect is unknown, and effect of its parameters are undefined.
***This effect has never been seen to work.***
***This effect has never been seen to work.***
#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).
#117 (0x075) Spell Effect: Clairvoyance [117]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the clairvoyance effect to the targeted creature(s).
#118 (0x076) Detect: (Show Creatures) [118]
Parameter #1: Undefined
Parameter #2: Undefined
Description:
The use of this effect is unknown, and effect of its parameters are undefined.
#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) Graphics: (Visual Animation Effect) [121]
Parameter #1: Undefined
Parameter #2: Undefined
Description:
The use of this effect is unknown, and effect of its parameters are undefined.
***This effect has never been seen to work.***
***This effect has never been seen to work.***
#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 'Amount' field. 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) Teleport to a Given Point
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at all zeros for this Effect to work. To use the spell as a teleport to a point in the area, set the spell or item's target to Area.
#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) Walk/Run Distance Modifier
Parameter #1: Distance
Parameter #2: Irrelevant
Description:
This alters how far the targets move when walking or running. The effect is somewhat random in appearance though. Set the Distance parameter to the distance you want the targets to be able to move with each step in order for this effect to work.
#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. The .2da files must be edited to add valid creature names. A file named SPBOOM.bam is required in the override directory for this effect to work. 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. The .2da files must be edited to add valid creature names. A file named SPBOOM.bam is required in the override directory for this effect to work. 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) Aid (Non-commulitive)
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Description:
The Statistic Modifier determines how much of a bonus all saving throws and damage is given. This number is multiplied by 8 to determine the maximum number of bonus hit points granted (i.e. a value of 8 can yield a maximum of 64 hit points.
#130 (0x082) Bless (Non-commultive)
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Description:
The Statistic Modifier parameter sets what point modifier this Effect has on Saving Throws, Damage, and Die Rolls. For every 1 of the Static modifier, a +1 bonus is given to all saving throws, damage, and all die rolls of the target. Can not remove the 'Cursed' status, but can effectively negate it.
#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.
#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).
#135 (0x087) Polymorph
Parameter #1: Irrelevant
Parameter #2: Change Specifics
Description:
This effect will polymorph the target into the creature type (i.e. the .cre file name) set by the Resource Key. The Change Specifics parameter sets information about how the polymorph affects the target. The known values for the Change Specifics parameter are 1 for polymorph with creature colouring, spellcasting enabled, and gain none of creature statistics or resistences; and 2 for polymorph with creature statistics only.
#136 (0x088) Force Visible
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at zero for this effect to work.
#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) Animation State Change
Parameter #1: Irrelevant
Parameter #2: Animation Sequence
Description:
The Animation Sequence parameter sets which animation is shown. The known values of the Animation Sequence parameter are
00,12,66 is Make Attack Motions
01,06 is Fall Down, as if asleep
02 is Spell Casting motions
03 is Stronger Spell Casting Motions
04,59 is Recieve Damage animation
05 is quick combat stance
09,13 is Make more attack motions
10 is Lay Down Quickly
11 is Walk and stop quickly
14 is Third attack animation
20,67 is the first Talk animation
21,68 is Second Talk animation
22,69 is third talk animation
23,70 is fidget while standing
24,71 is the second fidget while standing animation
25,72 is fidget while in attack stance
26,73 is the second fidget while in attack stance animation
27,76 is assume an attack stance from standing
28,77 is assume a stand from and attack stance
29,56 is the first attack animation
30,57 is the second attack animation
31,58 is the third attack animation
32,62 is the first spell animation
33,63 is the second spell animation
34,64 is the third spell animation
35,65 is getting up from sleep/death
36 is the first miscellaneous animation
37 is the second miscellaneous animation
38 is the third miscellaneous animation
39 is the fourth miscellaneous animation
40 is the fifth miscellaneous animation
41 is the sixth miscellaneous animation
42 is the seventh miscellaneous animation
43 is the eigth miscellaneous animation
44 is the ninth miscellaneous animation
45 is the tenth miscellaneous animation
46 is the 11th miscellaneous animation
47 is the 12th miscellaneous animation
48 is the 13th miscellaneous animation
49 is the 14th miscellaneous animation
50 is the 15th miscellaneous animation
51 is the 16th miscellaneous animation
52 is the 17th miscellaneous animation
53 is the 18th miscellaneous animation
54 is the 19th miscellaneous animation
55 is the 20th miscellaneous animation
60 is the Run animation
61 is the Walk animation
74 is the standing animation
75 is the attack stance animation
Not all animations are valid for all chatacters. In such a case, no animation would be shown.
00,12,66 is Make Attack Motions
01,06 is Fall Down, as if asleep
02 is Spell Casting motions
03 is Stronger Spell Casting Motions
04,59 is Recieve Damage animation
05 is quick combat stance
09,13 is Make more attack motions
10 is Lay Down Quickly
11 is Walk and stop quickly
14 is Third attack animation
20,67 is the first Talk animation
21,68 is Second Talk animation
22,69 is third talk animation
23,70 is fidget while standing
24,71 is the second fidget while standing animation
25,72 is fidget while in attack stance
26,73 is the second fidget while in attack stance animation
27,76 is assume an attack stance from standing
28,77 is assume a stand from and attack stance
29,56 is the first attack animation
30,57 is the second attack animation
31,58 is the third attack animation
32,62 is the first spell animation
33,63 is the second spell animation
34,64 is the third spell animation
35,65 is getting up from sleep/death
36 is the first miscellaneous animation
37 is the second miscellaneous animation
38 is the third miscellaneous animation
39 is the fourth miscellaneous animation
40 is the fifth miscellaneous animation
41 is the sixth miscellaneous animation
42 is the seventh miscellaneous animation
43 is the eigth miscellaneous animation
44 is the ninth miscellaneous animation
45 is the tenth miscellaneous animation
46 is the 11th miscellaneous animation
47 is the 12th miscellaneous animation
48 is the 13th miscellaneous animation
49 is the 14th miscellaneous animation
50 is the 15th miscellaneous animation
51 is the 16th miscellaneous animation
52 is the 17th miscellaneous animation
53 is the 18th miscellaneous animation
54 is the 19th miscellaneous animation
55 is the 20th miscellaneous animation
60 is the Run animation
61 is the Walk animation
74 is the standing animation
75 is the attack stance animation
Not all animations are valid for all chatacters. In such a case, no animation would be shown.
#139 (0x08B) Display String
Parameter #1: Text Reference
Parameter #2: Irrelevant
Description:
The Text Reference parameter sets what reference in the Dialok.tlk file that is displayed.
#140 (0x08C) Casting Glow
Parameter #1: Irrelevant
Parameter #2: Type
Description:
The type parameter makes references to Baldur's Gate casting effect graphics. These graphics are not 3D, nor are they sticky. The animations are uncompressed BAM files.
Known values for 'Type' are:
9 bluish circle with a white star in centre glowing around chest then exploding in a puff of smoke
10 white ball with purple/blue spikes all around it's outside glowing around chest then exploding in a puff of smoke
11 yellow light in an up and down line with yellow light moving around it making triangle shape glowing around chest then exploding in a bunch of sparks
12 green ball with white flashing through it glowing around chest then exploding in a enlarge circle
13 little black ball glowing around chest then exploding in a puff of smoke
14 purple circle with cloud in centre glowing around chest then exploding in a bunch of sparks
15 red ball glowing around chest then exploding in a bunch of sparks
16 lightning in small circle around chest then explodes out to a larger lightning circle around chest
Known values for 'Type' are:
9 bluish circle with a white star in centre glowing around chest then exploding in a puff of smoke
10 white ball with purple/blue spikes all around it's outside glowing around chest then exploding in a puff of smoke
11 yellow light in an up and down line with yellow light moving around it making triangle shape glowing around chest then exploding in a bunch of sparks
12 green ball with white flashing through it glowing around chest then exploding in a enlarge circle
13 little black ball glowing around chest then exploding in a puff of smoke
14 purple circle with cloud in centre glowing around chest then exploding in a bunch of sparks
15 red ball glowing around chest then exploding in a bunch of sparks
16 lightning in small circle around chest then explodes out to a larger lightning circle around chest
#141 (0x08D) Visual Spell Hit
Parameter #1: Irrelevant
Parameter #2: Type
Description:
The Type parameter shows the casting graphic associated with the value. All that require Baldur's Gate 1 graphics files are listed with a (*):
0 *Whisps of smoke float from the head
1 *Droplets of water fall on the ground
2 *Whisps of smoke travel to the ground
38 *Mirror opens and closes behind target
0 *Whisps of smoke float from the head
1 *Droplets of water fall on the ground
2 *Whisps of smoke travel to the ground
38 *Mirror opens and closes behind target
#143 (0x08F) Replace Item
Parameter #1: Slot Type
Parameter #2: Irrelevant
Description:
The Slot Type parameter sets which slot the item is created in. Any items in that slot are replaced by this effect. The Resource Key needs to be set to the item name (i.e. the .itm file name) to be created. Known values are:
(NOTE: The type of slots are dependent on the character's death variable!)
00 is Hand
01 is Eyeball/Earring(Left)
02 is Tattoo (Bottom Left)
03 is Bracelet
04 is Ring (Right)
05 is Tattoo (Top Left)
06 is Ring (Left)
07 is Earring (Right)/Lens
08 is Armor
09 is Tattoo (Bottom Right)
10 is SPECIAL: Replace default weapon until next reload of game
11 is Quiver slot #1
12 is Quiver slot #2
13 is Quiver slot #3
14 is Quiver slot #4
15 is Quiver slot #5
17 is Quick item slot #1
18 is Quick item slot #2
19 is Quick item slot #3
20 is Quick item slot #4
21 is Quick item slot #5
22 is Inventory Slot #1 (Top Row)
23 is Inventory Slot #2 (Bottom Row)
24 is Inventory Slot #3 (Top Row)
25 is Inventory Slot #4 (Bottom Row)
26 is Inventory Slot #5 (Top Row)
27 is Inventory Slot #6 (Bottom Row)
28 is Inventory Slot #7 (Top Row)
29 is Inventory Slot #8
30 is Inventory Slot #9
31 is Inventory Slot #10
32 is Inventory Slot #11
33 is Inventroy Slot #12
34 is Inventory Slot #13
35 is Inventory Slot #14
36 is Inventory Slot #15
37 is Inventory Slot #16
38 is Inventory Slot #17
39 is Inventory Slot #18
40 is Inventory Slot #19
41 is Inventory Slot #20
43 is Weapon Slot #1
44 is Weapon Slot #2
45 is Weapon Slot #3
46 is Weapon Slot #4
(NOTE: The type of slots are dependent on the character's death variable!)
00 is Hand
01 is Eyeball/Earring(Left)
02 is Tattoo (Bottom Left)
03 is Bracelet
04 is Ring (Right)
05 is Tattoo (Top Left)
06 is Ring (Left)
07 is Earring (Right)/Lens
08 is Armor
09 is Tattoo (Bottom Right)
10 is SPECIAL: Replace default weapon until next reload of game
11 is Quiver slot #1
12 is Quiver slot #2
13 is Quiver slot #3
14 is Quiver slot #4
15 is Quiver slot #5
17 is Quick item slot #1
18 is Quick item slot #2
19 is Quick item slot #3
20 is Quick item slot #4
21 is Quick item slot #5
22 is Inventory Slot #1 (Top Row)
23 is Inventory Slot #2 (Bottom Row)
24 is Inventory Slot #3 (Top Row)
25 is Inventory Slot #4 (Bottom Row)
26 is Inventory Slot #5 (Top Row)
27 is Inventory Slot #6 (Bottom Row)
28 is Inventory Slot #7 (Top Row)
29 is Inventory Slot #8
30 is Inventory Slot #9
31 is Inventory Slot #10
32 is Inventory Slot #11
33 is Inventroy Slot #12
34 is Inventory Slot #13
35 is Inventory Slot #14
36 is Inventory Slot #15
37 is Inventory Slot #16
38 is Inventory Slot #17
39 is Inventory Slot #18
40 is Inventory Slot #19
41 is Inventory Slot #20
43 is Weapon Slot #1
44 is Weapon Slot #2
45 is Weapon Slot #3
46 is Weapon Slot #4
#145 (0x091) Spell: Disable Spell Casting Abilities [145]
Parameter #1: Irrelevant
Parameter #2: Spell Type
Description:
Disables spell casting abilities of the targeted creature(s), in the style specified by the 'Spell Type;' field.
Known values for 'Type' are:
0 Wizard
1 Priest
2 Innate
Known values for 'Type' are:
0 Wizard
1 Priest
2 Innate
#146 (0x092) Spell: Cast Spell (at Creature) [146]
Parameter #1: Casting Level
Parameter #2: Type
Description:
Casts the spell specified by the resource key at the level specified by the 'Casting Level' field, in the style specified by the 'Type' field. A 'Casting Level' of 0 casts at the level of the casting creature.
Target-type 'Global' forcs all creatures within range to cast the spell.
Known values for 'Type' are:
0 Normal Casting
1 Cast Instantly
Target-type 'Global' forcs all creatures within range to cast the spell.
Known values for 'Type' are:
0 Normal Casting
1 Cast Instantly
#147 (0x093) Learn Spell
Parameter #1: Irrelevant
Parameter #2: Spell Type
Description:
The Resource Key must be set to the Spell Name (i.e. the .spl file name) to learn. The following values are valid for the Spell Type parameter:
0-Mage
1-Priest
2-Innate (Useless in Torment: Spell Learned but NOT memorized.)
Note that in order for the target to learn mage or priest spells, they must be able to cast spells of that type.
0-Mage
1-Priest
2-Innate (Useless in Torment: Spell Learned but NOT memorized.)
Note that in order for the target to learn mage or priest spells, they must be able to cast spells of that type.
#148 (0x094) Spell: Cast Spell (as Scroll) [148]
Parameter #1: Casting Level
Parameter #2: Type
Description:
Casts the spell specified by the resource key, at the level specified by the 'Casting Level' field, in the style specified by the 'Type' field. A 'Casting Level' of 0 casts at the level of the casting creature.
Known values for 'Type' are:
0 Normal Casting
1 Cast Instantly
Known values for 'Type' are:
0 Normal Casting
1 Cast Instantly
#149 (0x095) (Identify) [149]
Parameter #1: Undefined
Parameter #2: Undefined
Description:
The use of this effect is unknown, and effect of its parameters are undefined.
#150 (0x096) Spell Effect: Find Traps [150]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the find traps effect to the targeted creature(s).
#151 (0x097) Creature Summoning (Replace)
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at all zeros for this Effect to work. The Resource Key must be set to the Creature Name (i.e. the .cre file name) to be summoned.
If cast upon a party member, the summoned creature appears in the same spot as the target, and the target is moved over slightly.
If cast upon a non party member, the summoned creature appears in the same spot as the target, and the target is removed totally.
Timing modes 'Duration' and 'Delay with Duration' (Timing mode 3) both function as 'Permantent' and 'Delayed', accordingly.
If cast upon a party member, the summoned creature appears in the same spot as the target, and the target is moved over slightly.
If cast upon a non party member, the summoned creature appears in the same spot as the target, and the target is removed totally.
Timing modes 'Duration' and 'Delay with Duration' (Timing mode 3) both function as 'Permantent' and 'Delayed', accordingly.
#152 (0x098) Play Movie
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at all zeros for this Effect to work. The Resource Key must be set to the Movie Name to play. Known movies are ALYBIRTH, ARRV_IGN, ARRV_VHA, BAATOR, BISLOGO, CANNON, CARCERI, CONFLAG, CREDITS, CRETURN, CURSTD, DEATH, DRAGON, FINALE, FORTDOOR, FORTRESS, INTROH, MAZE1, MAZE2, METEOR, OPENING, OUTLANDS, RUNE, SIGIL, SS_ADETH, SS_MSLAB, SS_PHAROD, T1ABSORB, T1DEATH, T1ENTER, TIME, TSRLOGO.
#153 (0x099) Overlay: Sanctuary [153]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the sanctuary effect to the targeted creature(s).
#154 (0x09A) Overlay: Entangle [154]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the entangle effect to the targeted creature(s).
#155 (0x09B) Overlay: Minor Globe [155]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the minor globe effect to the targeted creature(s).
#156 (0x09C) Overlay: Protection from Normal Missiles Cylinder [156]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the protection from normal missiles cylinder effect to the targeted creature(s).
#157 (0x09D) State: Web Effect [157]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the web effect to the targeted creature(s).
#158 (0x09E) Overlay: Grease [158]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the grease effect to the targeted creature(s).
#159 (0x09F) Mirror Image Run
Parameter #1: Image Number
Parameter #2: Irrelevant
Description:
The Image Number parameter sets the exact number of images to create with this Effect.
#160 (0x0A0) Dispel Sanctuary
Parameter #1: Irrelevant
Parameter #2: Non-meainingful
Description:
Leave both values at all zeros for thise effect to work.
#161 (0x0A1) Cure: Horror [161]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the horror effect from the targeted creature(s).
#162 (0x0A2) Remove Helplessness
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at all zeros for this Effect to work. Will not affect helplessness caused by unconsciousness.
#163 (0x0A3) Restore Movement Rate
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Leave both parameters at all zeros for this Effect to work.
#164 (0x0A4) Cure: Drunkeness [164]
Parameter #1: Undefined
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