Parameter #1: AC Modifier
Parameter #2: Type
Known values for 'Type' are:
0 All
1 Crushing
2 Missile
4 Piercing
8 Slashing
16 Base AC setting (sets the targets AC to the value specified by the 'AC Modifier' field. If the targets AC is already 'AC Modifier' or below, this effect will do nothing).
Each modifier type to AC from this opcode is capped to the range [-20, 20]. Each AC type total is capped to the range [-32768,32767].
IWD2 uses different parameters altogether.
Parameter #1: Key Modifier
Parameter #2: Type
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
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect ignores durations attributed to it.
Parameter #1: Irrelevant
Parameter #2: Type
Target will uncontrollably attack enemies if any are in view, and will occasionally attack neutral creatures.
Known values for 'Type' are:
0 Default/In Combat -> Only berserk while in combat.
1 Constant -> always berserk, sets SPELLSTATE 39 - ANIMAL_RAGE (only in EEs).
2 Blood Rage -> this is probably not implemented. It should be linked to SPELLSTATE 35 - SUPPRESS_HP_INFO. (only in EEs)
The affected creature becomes berserk and its AI scripts stop running. Grants a +2 bonus to hit and damage with all weapons. It also sets the STATE_BERSERK flag.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect ignores durations attributed to it.
Parameter #1: General Type
Parameter #2: Charm Type
Known values for 'Charm Type' are:
0 Neutral Charm
- Does not alter targets allegiance stat.
- Maintains EA REALLYCHARMED on the target if the caster is EA GOODCUTOFF.
- Maintains EA CHARMED_PC on the target if the caster is EA NOTGOOD.
- Maintains Portrait Icon 'Charm' on the target.
- Effect ends if the creature is attacked by EA GOODCUTOFF.
- Target displays "charmed" string.
1 Hostile Charm
- Sets targets allegiance to GOODCUTOFF if the caster is EVILCUTOFF.
- Sets targets allegiance to EVILCUTOFF if the caster is NOTEVIL.
- Maintains EA REALLYCHARMED on the target if the caster is GOODCUTOFF.
- Maintains EA CHARMED_PC on the target if the caster is NOTGOOD.
- Maintains Portrait Icon 'Charm' on the target.
- Effect ends if the creature is attacked by EA GOODCUTOFF.
- Target displays "charmed" string.
2 Neutral Dire Charm
- Does not alter targets allegiance stat.
- Maintains EA CONTROLLED on the target if the caster is GOODCUTOFF.
- Maintains EA ENEMY on the target if the caster is NOTGOOD.
- Maintains Portrait Icon 'Dire Charm' on the target.
- Effect ends if the creature is attacked by EA GOODCUTOFF.
- Target displays "dire charmed" string.
3 Hostile Dire Charm
- Sets targets allegiance to GOODCUTOFF if the caster is EVILCUTOFF.
- Sets targets allegiance to EVILCUTOFF if the caster is NOTEVIL.
- Maintains EA CONTROLLED on the target if the caster is GOODCUTOFF.
- Maintains EA ENEMY on the target if the caster is NOTGOOD.
- Maintains Portrait Icon 'Dire Charm' on the target.
- Effect ends if the creature is attacked by EA GOODCUTOFF.
- Target displays "dire charmed" string.
4 Controlled by Cleric
- Sets targets allegiance to GOODCUTOFF if the caster is EVILCUTOFF.
- Sets targets allegiance to EVILCUTOFF if the caster is NOTEVIL.
- Maintains EA CONTROLLED on the target if the caster is GOODCUTOFF.
- Maintains EA ENEMY on the target if the caster is NOTGOOD.
- Target displays "turned" string.
5 Thrull Charm
- Does not alter targets allegiance stat.
- Maintains EA ENEMY on the target (regardless of casters Allegience).
- Sets THRULLCHARM stat to 1.
- Maintains Portrait Icon 'Charm' on the target.
- Target displays "charmed" string.
1000 Neutral Charm (no Feedback) -> Same as 0, but target does not display any string.
1001 Hostile Charm (no Feedback) -> Same as 1, but target does not display any string.
1002 Neutral Domination -> Same as 2, except:
- Maintains Portrait Icon 'Domination' on the target.
- Target does not display any string.
1003 Hostile Domination -> Same as 3, except:
- Maintains Portrait Icon 'Domination' on the target.
- Target does not display any string.
1004 Controlled by Cleric (no Feedback) -> Same as 4, but target does not display any string.
1005 Thrull Charm (no Feedback) -> Same as 5, but target does not display any string.
Parameter #1: Statistic Modifier
Parameter #2: Type
Known values for 'Type' are:
0 Cumulative Modifier -> Charisma = Charisma + 'Statistic Modifier' value
1 Flat Value Modifier -> Charisma = 'Statistic Modifier' value
2 Percentage Modifier -> Charisma = (Charisma * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Charisma raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
Parameter #1: Gradient Number
Parameter #2: Location
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
33 Shield interior
34 Shield panelling
34 Helmet misc
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Helm face
53 Helm - the main covering
255 Whole Body (at least in IWD2)
Parameter #1: RGB Colour
Parameter #2: Location
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
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
Parameter #1: RGB Colour
Parameter #2: Location and Speed
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
The 'Location' field is handled as follows:
First byte = Location
Third byte = Speed (0-255)
A speed of 0 does not pulsate. A speed of 1 is fastest, and a speed of 255 is slowest.
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
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
Parameter #1: Statistic Modifier
Parameter #2: Type
Known values for 'Type' are:
0 Cumulative Modifier -> Constitution = Constitution + 'Statistic Modifier' value
1 Flat Value Modifier -> Constitution = 'Statistic Modifier' value
2 Percentage Modifier -> Constitution = (Constitution * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Constitution raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Damage Amount
Parameter #2: Type
Known values for 'Type' are:
0 Crushing
1 Crushing Set to Value
2 Crushing Set to Percentage
65536 Acid
65537 Acid Set to Value
65538 Acid Set to Percentage
131072 Cold
131073 Cold Set to Value
131074 Cold Set to Percentage
262144 Electricity
262145 Electricity Set to Value
262146 Electricity Set to Percentage
524288 Fire
524289 Fire Set to Value
524290 Fire Set to Percentage
1048576 Piercing
1048577 Piercing Set to Value
1048578 Piercing Set to Percentage
2097152 Poison
2097153 Poison Set to Value
2097154 Poison Set to Percentage
4194304 Magic
4194305 Magic Set to Value
4194306 Magic Set to Percentage
8388608 Missile
8388609 Missile Set to Value
8388610 Missile Set to Percentage
16777216 Slashing
16777217 Slashing Set to Value
16777218 Slashing Set to Percentage
33554432 Magic Fire
33554433 Magic Fire Set to Value
33554434 Magic Fire Set to Percentage
67108864 Magic Cold
67108865 Magic Cold Set to Value
67108866 Magic Cold Set to Percentage
134217728 Stunning
134217729 Stunning Set to Value
134217730 Stunning Set to Percentage
268435456 Soul Eater
268435457 Soul Eater Set to Value
268435458 Soul Eater Set to Percentage
1073741824 Disease
1073741825 Disease Set to Value
1073741826 Disease Set to Percentage
The Dice values can be used to inflict varying damage amounts - e.g. 2d6 would do 2-12 damage (Damage type is still specified by the 'Type' value).
If 'Damage Amount' and the Dice values are both non-zero, the total damage inflicted is: 'Damage Amount' + Dice value.
'Damage Amount' can be positive or negative (though the damage sound will play in either case).
Parameter #1: Text Notification
Parameter #2: Death Type
Known values for 'Text Notification' are:
0 Show death message
1 Don't show death message
Known values for 'Death Type' are:
0 Acid death
1 Burning death
2 Crushed death
4 Normal death
8 Chunked death
16 Stoned death
32 Freezing death
64 Exploding stoned death
128 Exploding freezing death
256 Electrified death
Parameter #1: Undefined
Parameter #2: Undefined
Parameter #1: Statistic Modifier
Parameter #2: Type
Known values for 'Type' are:
0 Cumulative Modifier -> Dexterity = Dexterity + 'Statistic Modifier' value
1 Flat Value Modifier -> Dexterity = 'Statistic Modifier' value
2 Percentage Modifier -> Dexterity = (Dexterity * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Dexterity raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
Parameter #1: Irrelevant
Parameter #2: Type
Known values for 'Type' are:
0 Normal Haste - double the movement rate and grants an additional Attack Per Round (APR), rounded down (capped at 6)
1 Improved Haste - double the movement rate and doubles APR (capped at 10)
2 Weak Haste – Speed haste without attack bonuses, round APR up (capped at 5)
All of them set STATE_HASTED. Improved/Weak function by setting an additional STAT value, which modifies the behavior of STATE_HASTED:
- STAT 155 – IMPROVEDHASTE.
- STAT 185 – ANIMATION_ONLY_HASTE.
The normal and improved haste types grant a -2 initiative (weapon speed) bonus. All types:
- grant portrait icons
- increase the creature's animation speed and the animation speed of Opcode 140 effects
- halve the creature's round timer used by attacks, modal abilities and "Auto-Pause: End of Round"
- increase frequency of application of poison, disease,
regeneration, Cast on Condition and Use EFF File (at Frequency), but not below 1s
This opcode will set the STATE_HASTED flag and nothing else when applied with timing mode 1, and cannot be removed within the game by any means, only suppressed by Slow. This only works when applying normal/improved haste (there’s no difference, since the STAT for improved haste doesn’t get set this way), weak haste does not do anything with timing mode 1.
Parameter #1: Statistic Modifier
Parameter #2: Type
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
'Statistic Modifier' can be positive or negative.
Parameter #1: Statistic Modifier
Parameter #2: Type
Known values for 'Type' are:
0 Cumulative Modifier -> HP = HP + 'Statistic Modifier' value (affects current and max HP)
1 Flat Value Modifier -> HP = 'Statistic Modifier' value (affects current and max HP)
2 Percentage Modifier -> HP = (HP * 'Statistic Modifier' value) / 100 (affects current and max HP)
3 As 0 (does not affect current HP)
4 As 1 (does not affect current HP)
5 As 2 (does not affect current HP)
'Statistic Modifier' can be positive or negative.
Parameter #1: Statistic Modifier
Parameter #2: Type
Known values for 'Type' are:
0 Cumulative Modifier -> Intelligence = Intelligence + 'Statistic Modifier' value
1 Flat Value Modifier -> Intelligence = 'Statistic Modifier' value
2 Percentage Modifier -> Intelligence = (Intelligence * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Intelligence raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
Parameter #1: Irrelevant
Parameter #2: Type
Known values for 'Type' are :
0 Normal Invisibility -> affected creature makes the first attack with +4
1 Improved Invisibility -> affected creature stays invisible after attack
Parameter #1: Statistic Modifier
Parameter #2: Type
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.
Parameter #1: Statistic Modifier
Parameter #2: Type
Known values for 'Type' are:
0 Cumulative Modifier -> Luck = Luck + 'Statistic Modifier' value
1 Flat Value Modifier -> Luck = 'Statistic Modifier' value
2 Percentage Modifier -> Luck = (Luck * 'Statistic Modifier' value) / 100
Parameter #1: Statistic Modifier
Parameter #2: Type
Special: Mode
Known values for 'Type' are:
0 Cumulative Modifier -> Morale = Morale + 'Statistic Modifier' value
1 Flat Value Modifier -> Morale = 'Statistic Modifier' value
2 Percentage Modifier -> Morale = (Morale * 'Statistic Modifier' value) / 100
At least in EEs, known values for 'Mode' are:
0 BG2 mode -> It's hardcoded to fill the following values:
- param #1 = 10
- param #2 = 1
- m_done = 1 (internal field that immediately removes the effect from creature, no matter duration)
In addition, it checks if the creature is berserking, and if it is, it returns without doing anything.
1 BG1 mode -> Default (functions as expected)
Parameter #1: Irrelevant
Parameter #2: Type
Known values for 'Type' are:
0 -> Default
Non-zero -> Bypass opcode #101 (Immunity to effect)
Parameter #1: Damage Amount
Parameter #2: Type
Known values for 'Type' are:
0 Inflict 'Damange Amount' per second
1 Inflict 'Damage Amount' as a percentage of total HP
2 Inflict 'Damage Amount' per second
3 Inflict 'Damage Amount' per round
4 Inflict Param 3 Damage every Param 1 seconds
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Statistic Modifier
Parameter #2: Type
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.
Parameter #1: Statistic Modifier
Parameter #2: Type
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.
Parameter #1: Statistic Modifier
Parameter #2: Type
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.
Parameter #1: Statistic Modifier
Parameter #2: Type
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.
Parameter #1: Statistic Modifier
Parameter #2: Type
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.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect ignores durations attributed to it.
Parameter #1: Statistic Modifier
Parameter #2: Type
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.
Parameter #1: Statistic Modifier
Parameter #2: Type
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.
Parameter #1: Statistic Modifier
Parameter #2: Type
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.
Parameter #1: Statistic Modifier
Parameter #2: Type
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.
Parameter #1: Statistic Modifier
Parameter #2: Type
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.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
- SPWI219 (Vocalize)
- SPIN649 (Teleport to Pocket Plane) in BG2/BGEE
Parameter #1: Irrelevant
Parameter #2: Wake on Damage
Special: Icon
Known values for 'Wake on Damage' are (only in EEs):
- 0 => Yes
- 1 => No
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Colour
Parameter #2: Type
Known values for 'Colour' are:
0 Crash
1 No effect / Black
2 White / White -> Blue
3 Purple -> White / Purple -> White
4
.. White
12
13 Crash
Known values for 'Type' are:
1 Sparkle Puff
2 No effect?
3 Sparkle Shower
Parameter #1: Slot Amount Modifier
Parameter #2: Spell Level
Known values for 'Spell Level' are:
0 Double spells
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.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Statistic Modifier
Parameter #2: Type
Known values for 'Type' are:
0 Cumulative Modifier -> Strength = Strength + 'Statistic Modifier' value
1 Flat Value Modifier -> Strength = 'Statistic Modifier' value
2 Percentage Modifier -> Strength = (Strength * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Strength raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect ignores durations attributed to it.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect ignores durations attributed to it.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect ignores durations attributed to it.
Parameter #1: Statistic Modifier
Parameter #2: Type
Known values for 'Type' are:
0 Cumulative Modifier -> Wisdom = Wisdom + 'Statistic Modifier' value
1 Flat Value Modifier -> Wisdom = 'Statistic Modifier' value
2 Percentage Modifier -> Wisdom = (Wisdom * 'Statistic Modifier' value) / 100
'Statistic Modifier' can be positive or negative.
With a Timing Modes of Permanent or Delayed, if 'Type' is 0 and 'Statistic Modifier' is positive, the statistic will alter and remain shown in white text, and a message 'Wisdom raised permanently' will be shown.
With a Timing Modes of Permanent or Delayed, if 'Type' is 1 or 2, or 'Statistic Modifier' is negative, the statistic will alter and remain shown in white text, though no message is shown.
With all other Timing Modes, the statistic will alter and be shown in red text.
Parameter #1: RGB Colour
Parameter #2: Speed
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
The 'Speed' field is handled as follows:
Third byte = Speed (0-255)
A speed of 0 does not pulsate. A speed of 1 is fastest, and a speed of 255 is slowest.
Parameter #1: RGB Colour
Parameter #2: Location
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
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
Parameter #1: RGB Colour
Parameter #2: Location
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
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
Parameter #1: Animation ID
Parameter #2: Type
Known values for Animation ID' are: (from ANIMATE.IDS - in decimal)
Known values for 'Type' are:
0 Change animation - non-permanently
1 Remove any non-permanent animation change ('Animation ID' is unused)
2 Change animation - permanently
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: IDS Entry
Parameter #2: IDS File
Known values for 'IDS File' are:
2 EA.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids
9 Kit.ids (EE-only)
'IDS Entry' is a value from the specified IDS file, indicating the specific creature type to affect.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Alignment
Known values for 'Alignment' are:
00 None
17 Lawful Good
18 Lawful Neutral
19 Lawful Evil
33 Neutral Good
34 True Neutral
35 Neutral Evil
49 Chaotic Good
50 Chaotic Neutral
51 Chaotic Evil
Parameter #1: Level
Parameter #2: Type
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.
Parameter #1: Statistic Modifier
Parameter #2: Type
Known values for 'Type' are:
0 Cumulative Modifier -> Stealth = Stealth + 'Statistic Modifier' value
1 Flat Value Modifier -> Stealth = 'Statistic Modifier' value
2 Percentage Modifier -> Stealth = (Stealth * 'Statistic Modifier' value) / 100
Parameter #1: Percent Chance
Parameter #2: Type
Known values for 'Type' are:
0 Mage Spells
1 Cleric Spells
Parameter #1: Undefined
Parameter #2: Undefined
Parameter #1: Slot Amount Modifier
Parameter #2: Spell Level
Known values for 'Spell Level' are:
0 Double spells
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.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect ignores durations attributed to it.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Fade Amount
Parameter #2: Visual Effect
Known values for 'Fade Amount' are:
1 Fully visible
..
255 Almost invisible
Known values for 'Visual Effect' are:
0 -> Draw instantly
1 -> Fade in
2 -> Fade out
This effect sets stat #60 (TRANSLUCENT) to param #1.
Parameter #1: Unknown
Parameter #2: Control
Known values for 'Control' are:
0 Match target (hostile if no target)
1 Match target (hostile if no target)
2 As creature file
3 Match target (hostile if no target)
4 As creature file
5 Hostile to target
6 As creature file
8 As creature file
255 As creature file
If effect's target is set as 'Original Caster' then the 'Control' parameter covers 'Location' as well as control. In this case, nown values for 'Control' are:
2 = Summoned at location of target creature
4 = Summoned at location of caster
6 = Summoned at location of caster
Parameter #1: Text Notification
Parameter #2: Irrelevant
Known values for 'Text Notification' are:
0 No text notification
1 Show text notification
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect ignores durations attributed to it.
Parameter #1: Gender Modifier
Parameter #2: Type
Known values for 'Type' are:
0 Reverse Gender
1 Flat Value Modifier -> Gender = 'Statistic Modifier' value (values from gender.ids)
The effect modifies stat 193.
Parameter #1: IDS Entry
Parameter #2: IDS File
Known values for 'IDS File' are:
1 Generic
2 Race
3 Class
4 Specific
5 Gender
6 Align
If 'IDS File' is 0, the EA state of the target is altered. The values used do not match ea.ids, use the values below for 'IDS Entry':
0 Friendly (green circle)
64 Neutral (blue circle)
255 Hostile (red circle)
Parameter #1: Statistic Modifier
Parameter #2: Modifier Type
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
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect ignores durations attributed to it.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect ignores durations attributed to it.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect ignores durations attributed to it.
Parameter #1: Damage
Parameter #2: Type
Known values for 'Type' are:
0 Hit Points per Second
1 No effect?
2 Hit Points per Second
3 1 Hit Point per 'Damage'
4 Strength Penalty
5 Dexterity Penalty
6 Constitution Penalty
7 Intelligence Penalty
8 Wisdom Penalty
9 Charisma Penalty
'Damage' can be positive (penalty) or negative (bonus).
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect ignores durations attributed to it.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect ignores durations attributed to it.
Parameter #1: Irrelevant
Parameter #2: Type
Known values for 'Type' are:
0 OVERRIDE
1 AREA
2 SPECIFICS
4 CLASS
5 RACE
6 GENERAL
7 DEFAULT
Parameter #1: Irrelevant
Parameter #2: Type
Known values for 'Type' are:
04 Arrow
09 Axe
14 Bolt
19 Bullet
26 Throwing Dagger
34 Dart
64 Gaze (thac0 bonus of 32767)
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Statistic Modifier
Parameter #2: Type
THAC0, saving throws, turn undead level and thief skills are not affected. Spell slots and selection are not affected (though casting level is). Single/dual class characters gain 2 HP/level, multi-class characters gain 1 HP/level. Warriors gain an extra 1/2 attack at levels 7 and 13. Gaining any XP while at the altered level makes the level change permanent.
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
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Regeneration Amount
Parameter #2: Type
Known values for 'Type' are:
0 Restore 'Regeneration Amount' per second
1 Restore 'Regeneration Amount' as a percentage of total HP
2 Restore x HP every second
3 Restore 1HP every x seconds
4 Restore Param 3 HP every Param 1 seconds
Parameter #1: Duration Modifier
Parameter #2: Type
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
Parameter #1: IDS Entry
Parameter #2: IDS File
Known values for 'IDS File' are:
2 EA.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids / Alignmen.ids (in iwd1, pst)
9 Kit.ids (only in EEs)
To be protected from any creature, leave the Entry at zero, and the File at 2. Protection will grant the bearer immunity from being attacked, cast a spell at, or otherwise targeted by creatures with this type.
Parameter #1: Irrelevant
Parameter #2: opcode
Parameter #1: Spell Level
Parameter #2: Irrelevant
Known values for 'Spell Level' are:
1
..
9
Parameter #1: String Reference
Parameter #2: Irrelevant
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Statistic Modifier
Parameter #2: Type
Known values for 'Type' are:
0 Cumulative Modifier -> Gold = Gold + 'Statistic Modifier' value
1 Flat Value Modifier -> Gold = 'Statistic Modifier' value
2 Percentage Modifier -> Gold = (Gold * 'Statistic Modifier' value) / 100
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Irrelevant
Parameter #2: Type
Known values for 'Type' are:
0 Small portrait
1 Large portrait
Parameter #1: Statistic Modifier
Parameter #2: Type
This does not affect the main reputation of the Party, unless 'Type' 3 or 4 are used. 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
3 Increment Party Reputation -> by 10x param#1, cannot lower reputation below 100, will raise reputation to 100 if already less (only in EEs)
4 Reset Party Reputation to 100 (only in EEs)
Parameter #1: IDS Entry
Parameter #2: IDS File
Known values for 'IDS File' are:
2 EA.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids
Parameter #1: Undefined
Parameter #2: Undefined
Parameter #1: Amount
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Undefined
Parameter #2: Undefined
Parameter #1: Undefined
Parameter #2: Undefined
Parameter #1: Irrelevant
Parameter #2: Alignment Mask
Known values for 'Alignment Mask' are:
0 Evil (Glow red)
1 Neutral (Glow blue)
2 Good (Glow Green)
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect ignores durations attributed to it.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Undefined
Parameter #2: Undefined
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Enchantment
Parameter #2: Type
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
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Charges
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Statistic Modifier
Parameter #2: Type
The engine allows values for 'Statistic Modifier' from 0 (immobile) to 255 (instantaneous), though behaviour is only consistent in the range 0 - 30.
Known values for 'Type' are:
0 Cumulative Modifier -> Movement = Movement + 'Statistic Modifier' value
1 Flat Value Modifier -> Movement = 'Statistic Modifier' value
2 Percentage Modifier -> Movement = (Movement * 'Statistic Modifier' value) / 100
Parameter #1: Number
Parameter #2: Type
Special: Mode
Each CRE files has a Creature Power Level number (at 0x18). The amount of monsters summoned by this effect depends on this value, the special parameter and if it's used in SPL / ITM or from an external EFF.
When used in SPL/ITM, known value for 'Mode' are:
- 0 => Summon until Creature Power Level equals/exceeds 'Number'
- 1 => Summon amount equal to 'Number'
- 2 => Summon until Creature Power Level equals/exceeds "Caster Level"
When used in EFF, known value for 'Mode' are:
- 0 => Summon until Creature Power Level equals/exceeds 'Number'
- 1 => Summon amount equal to ('Number' + Dice rolls)
- 2 => Summon until Creature Power Level equals/exceeds "Caster Level" field of EFF (located at offset 0xc8)
The 'Type' field sets which 2DA file to pick the creatures to summon from. The 2da files are monsumX and anisumX, where X = 'Type' + 1. 0-4 are allied , 5-9 are hostile. The specific 2da files used are:
- 0 MONSUM01 Monster Summon 1
- 1 MONSUM02 Monster Summon 2
- 2 MONSUM03 Monster Summon 3
- 3 ANISUM01 Animal Summon 1
- 4 ANISUM02 Animal Summon 2
- 5 MONSUM01 Monster Summon 1 Hostile
- 6 MONSUM02 Monster Summon 2 Hostile
- 7 MONSUM03 Monster Summon 3 Hostile
- 8 ANISUM01 Animal Summon 1 Hostile
- 9 ANISUM02 Animal Summon 2 Hostile
A custom .2da file can be entered in the resource field (untested in bg1).
If used from an external effect (.eff), the vvc field controls the bam file played when summoning.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Parameter #1: Modifier
Parameter #2: Irrelevant
Parameter #1: Modifier
Parameter #2: Irrelevant
'Modifier' must be in the [-6,5] range.
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Type
Known values for 'Type' are:
0 Resistances/statistics gained, spell-casting disabled, colouring
1 No resistances/statistics gained, spell-casting enabled, colouring
2 No resistances/statistics gained, spell-casting enabled, no colouring
Parameter #1: Undefined
Parameter #2: Undefined
The effect has no meaning on visible targets.
This effect has no duration.
Parameter #1: Modifier
Parameter #2: Irrelevant
This effect works as the reverse of chant. The effect sets STATE_CHANTBAD.
Parameter #1: Irrelevant
Parameter #2: Animation Sequence
Known values for 'Type' are:
1 Lay down (short)
2 Move hands (short)
3 Move hands (long)
4 Move shoulder (short)
5 Move shoulder (long)
6 Lay down (long)
Parameter #1: String Reference
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Type
Known values for 'Type' are:
0 .. 8 = Crash
9 Casting Glow Aqua (Necromancy)
10 Casting Glow Blue (Alteration)
11 Casting Glow Gold (Enchantment)
12 Casting Glow Green (Abjuration)
13 Casting Glow Magenta (Illusion)
14 Casting Glow Purple (Conjuration)
15 Casting Glow Red (Invocation)
16 Casting Glow White (Divination)
17+ Crashes
Parameter #1: Target
Parameter #2: Type
Known values for 'Target' are:
0 Current Location
Non-0 Target Location
Known values for 'Type' are:
0 aqua SHAIR
1 aqua SHEARTH
2 aqua SHWATER
3 *crash*
4 blue SHAIR
5 blue SHEARTH
6 blue SHWATER
7 *crash*
8 gold SHAIR
9 gold SHEARTH
10 gold SHWATER
11 *crash*
12 green SHAIR
13 green SHEARTH
14 green SHWATER
15 *crash*
16 magenta SHAIR
17 magenta SHEARTH
18 magenta SHWATER
19 *crash*
20 purple SHAIR
21 purple SHEARTH
22 purple SHWATER
23 *crash*
24 red SHAIR
25 red SHEARTH
26 red SHWATER
27 *crash*
28 white SHAIR
29 white SHEARTH
30 white SHWATER
31 *crash*
32 red MUSHROOM
33 grey MUSHROOM
34 green MUSHROOM
35 red PILLAR
36 white PILLAR
37 white SWIRL
38 Shadow Door (SPDIMDR) (BGs)
39 Finger of Death (SPFDEATH) (BG2)
40+ *crash* (BG2)
Parameter #1: Irrelevant
Parameter #2: Icon
All values are drawn directly from STATES.BAM in the GUIBam.bif starting at sequence 65.
Known values for 'Icon' are:
0 Charm
1 Dire Charm
2 Rigid Thinking
3 Confusion
4 Berserk
5 Intoxicated
6 Poisoned
7 Nauseated
8 Blind
9 Protection from Evil
10 Protection from Petrification
11 Protection from Missiles
12 Magic Armour
13 Held
14 Sleep
15 Shielded
16 Protection from Fire
17 Blessed
18 Chant
19 Free Action
20 Barkskin
21 Strength
22 Heroism
23 Invulnerable
24 Protection from Acid
25 Protection from Cold
26 Resist Fire/Cold
27 Protection from Electricity
28 Protection from Magic
29 Protection from Undead
30 Protection from Poison
31 Non-detection
32 Good luck
33 Bad luck
34 Silenced
35 Cursed
36 Panic
37 Resist Fear
38 Haste
39 Fatigue
40 Bard Song
41 Slow
42 Regenerate
43 Domination
44 Hopelessness
45 Greater Malison
46 Spirit Armour
47 Chaos
48 Feebleminded
49 Defensive Harmony
50 Champion's Strength
51 Dying
52 Mind Shield
53 Level Drain
54 Polymorph Self
55 Stun
56 Regeneration
57 Perception
58 Master Thievery
Parameter #1: Slot
Parameter #2: Irrelevant
Known values for 'Slot' (from slots.ids) are:
0 AMULET
1 ARMOR
2 BELT
3 BOOTS
4 CLOAK
5 GAUNTLETS
6 HELMET
7 RING_LEFT
8 RING_RIGHT
9 SHIELD
10 FIST
11 AMMO
15 MISC
35 WEAPON
11 AMMO0
12 AMMO1
13 AMMO2
14 AMMO3
15 MISC0
16 MISC1
17 MISC2
18 MISC3
19 MISC4
20 MISC5
21 MISC6
22 MISC7
23 MISC8
24 MISC9
25 MISC10
26 MISC11
27 MISC12
28 MISC13
29 MISC14
30 MISC15
31 MISC16
32 MISC17
33 MISC18
34 MISC19 – Magical Weapon slot
35 WEAPON0
36 WEAPON1
37 WEAPON2
38 WEAPON3
Moreover, unlike opcode #111, this opcode will not "equip" the item that's created in this particular slot.
Parameter #1: Irrelevant
Parameter #2: Button
Known values for 'Button' are:
0 Stealth Button
1 Thieving Skill Button
2 Spell Select Button
3 First Quick Spell Button
4 Second Quick Spell Button
5 Third Quick Spell Button
6 Turn Undead Button
7 Talk Button
8 Use Item Button
9 First Quick Item Button
11 Second Quick Item Button
12 Third Quick Item Button
13 Innate Ability Button
Parameter #1: Irrelevant
Parameter #2: Spell Type
Special: Show message?
Known values for 'Type' are:
0 Wizard
1 Priest
2 Innate
3 Innate, only 'magical' abilities (SPL flags bit 14 "Ignore dead/wild magic" unset) (BGEE)
Parameter #1: Casting Level
Parameter #2: Type
Known values for 'Type' are:
0 Normal Casting
1 Cast Instantly
If the target is a container, the Type parameter is ignored and treated as 0
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Casting Level
Parameter #2: Type
Known values for 'Type' are:
0 Normal Casting
1 Cast Instantly
Parameter #1: Undefined
Parameter #2: Undefined
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Type
Known values for 'Type' are:
- 0 => Remove targeted creature via opcode #168
- 1 => Kill targeted creature via opcode #13*8 (Chunking death)
- 2 => Kill targeted creature via opcode #13*4 (Normal death)
- 3 => No effect on targeted creature – New creature (specified by the resource key) is spawned at target's location
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Known movies are:
wyvvern
beregost
BG4LOGO
TSRLOGO
BILOGO
INFELOGO
INTRO
DEATHAND
REST
FRARMINN
BEREGOST
NASHKELL
GNOLL
BGENTER
IRONTHRN
CAMP
SEWER
BGSUNSET
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect sets stat #63 (SANCTUARY) to 1.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect sets stat #62 (ENTANGLE) to 1.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect sets stat #64 (MINORGLOBE) to 1.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect sets stat #65 (SHIELDGLOBE) to 1.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect sets stats #58 (HELD) and #67 (WEB) to 1. It also sets the STATE_HELPLESS flag.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect sets stat #66 (GREASE) to 1.
Parameter #1: Amount
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This effect ignores durations attributed to it.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Also check out the EE description here.
Parameter #1: Undefined
Parameter #2: Undefined
Parameter #1: Irrelevant
Parameter #2: Irrelevant
In particular:
- Their inventory is still access-able.
- They are still select-able, and can be issued orders (for instance, activating modal abilities), though not all actions can be taken.
- It does not interrupt/end modal abilities the creature is currently using.
- They are not "helpless", an attack roll is still required to hit them.
- Their scripts stop running.
This effect sets STAT #70 to 1.
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Statistic Modifier
Parameter #2: Type
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
Parameter #1: Irrelevant
Parameter #2: Irrelevant
This deletes non-global creatures from the game (most common usage).
For Global Creatures:
- This effect removes the creature from the player's party (if they were in it).
- The effect will keep the creature out of the party and any other Area for its duration, but does not re-instate the creature once it expires.
- They can still be recovered through script actions once the effect expires.
Parameter #1: Irrelevant
Parameter #2: Icon
All values are drawn directly from STATES.BAM in the GUIBam.bif starting at sequence 65.
Known values for 'Icon' are:
0 Charm
1 Dire Charm
2 Rigid Thinking
3 Confusion
4 Berserk
5 Intoxicated
6 Poisoned
7 Nauseated
8 Blind
9 Protection from Evil
10 Protection from Petrification
11 Protection from Missiles
12 Magic Armour
13 Held
14 Sleep
15 Shielded
16 Protection from Fire
17 Blessed
18 Chant
19 Free Action
20 Barkskin
21 Strength
22 Heroism
23 Invulnerable
24 Protection from Acid
25 Protection from Cold
26 Resist Fire/Cold
27 Protection from Electricity
28 Protection from Magic
29 Protection from Undead
30 Protection from Poison
31 Non-detection
32 Good luck
33 Bad luck
34 Silenced
35 Cursed
36 Panic
37 Resist Fear
38 Haste
39 Fatigue
40 Bard Song
41 Slow
42 Regenerate
43 Domination
44 Hopelessness
45 Greater Malison
46 Spirit Armour
47 Chaos
48 Feebleminded
49 Defensive Harmony
50 Champion's Strength
51 Dying
52 Mind Shield
53 Level Drain
54 Polymorph Self
55 Stun
56 Regeneration
57 Perception
Parameter #1: Irrelevant
Parameter #2: Animation
Known values for 'Type' are:
0 Blood (behind)
1 Blood (front)
2 Blood (left)
3 Blood (right)
4 Fire 1
5 Fire 2
6 Fire 3
7 Electricity 1
8 Electricity 2
9 Electricity 3
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Also known as "Stat: Set Poison Resistance".
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Known Sound Effects are:
EFF_E01 Draw upon holy might
EFF_E02 Armor / Free Action
EFF_E03 Barkskin
EFF_E04 Protection from evil
EFF_E05 Hold
EFF_E06 Silence
EFF_E08 Hold
EFF_M02 Blindness
EFF_M04 Detect Evil
EFF_M05 Sleep
EFF_M07 Death spell/ Larloch's drain
EFF_M08 Strength of One/Tenser's Transformation
EFF_M09 Dimension Door
EFF_M10 Dispel/Shapeshift
EFF_M11A Protection from Petrification
EFF_M11B Protection from Normal Missiles
EFF_M12B Minor Globe
EFF_M13 Summon
EFF_M15 Hold
EFF_M16 Charm
EFF_M18D Melf's Acid Arrow
EFF_M26 Animate Dead
EFF_M28 Haste/Slow
EFF_M29 Haste/Slow
EFF_M31C Grease
EFF_P01 Remove Fear/Curse
EFF_P02 Good Berries
EFF_P03 Invisibility Purge
EFF_P04 Command/Rigid Thinking
EFF_P07 Resist Fire/Cold
EFF_P10 Remove Paralysis
EFF_P11 Hold Person Priest
EFF_P13 Miscast Magic
EFF_P16 Flame Strike
EFF_P18 Raise Dead/Blindness
EFF_P21C Sanctuary
EFF_P27 Web
Parameter #1: IDS Entry
Parameter #2: IDS File
Applies the hold effect to the targeted creature(s),
Known values for 'IDS File' are:
2 EA.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids
Parameter #1: Statistic Modifier
Parameter #2: Type
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
The engine allows values for 'Statistic Modifier' from 0 (immobile) to 255 (instantaneous), though behaviour is only consistent in the range 0 - 30.
Known values for 'Type' are:
0 Cumulative Modifier -> Movement = Movement + 'Statistic Modifier' value
1 Flat Value Modifier -> Movement = 'Statistic Modifier' value
2 Percentage Modifier -> Movement = (Movement * 'Statistic Modifier' value) / 100
Parameter #1: IDS Entry
Parameter #2: IDS File
NB. When using an eff to alter thac0/dmg bonus, set param1 = 0, and param2 = 2.
Known values for 'IDS File' are:
- 2 => EA.IDS
- 3 => GENERAL.IDS
- 4 => RACE.IDS
- 5 => CLASS.IDS
- 6 => SPECIFIC.IDS
- 7 => GENDER.IDS
- 8 => ALIGN.IDS
- 9 => KIT.IDS (EE only)
PST: This effect doesn’t exist and always crashes the game.
IWD2: there was a note to not use this effect in older IESDP.
Parameter #1: IDS Entry
Parameter #2: IDS File
The actual modifier value is placed in the Parameter 3 field in an external effect.
Known values for 'IDS File' are:
2 Object.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids
Parameter #1: Reference Value
Parameter #2: Reference IDS
Known values for 'IDS File' are:
2 Object.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids
Parameter #1: String Reference
Parameter #2: Undefined
Parameter #1: String Reference
Parameter #2: Type
Parameter #1: Unknown
Parameter #2: Unknown
Parameter #1: Undetermined
Parameter #2: Type
The offhand has the same issue – even when disabled, it’s detected by this opcode as equipped.
Having said that, this opcode currently allows detecting a launcher using its automated ammo (such as Shortbow of Gesen).
Parameter #1: Undefined
Parameter #2: Jump
Known values for 'Jump' are:
0 Do Jump from impassable areas
1+ Don't Jump from impassable areas
IWD2: Don’t use.
Parameter #1: IDS Entry
Parameter #2: IDS File
Applies the hold effect to the targeted creature(s),
Known values for 'IDS File' are:
2 EA.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids
Parameter #1: Delay
Parameter #2: Orientation
There is some confusion whether the Target (bg1, iwds) or the Caster point field is used.
Parameter #1: Value
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Stat Value
The effect modifies STAT #76 to 'param2'.
Parameter #1: Speed Modifier
Parameter #2: Irrelevant
Alters the casting time of spells by the value specified by the 'Speed Modifier' field. This effect is cummulative. Positive values decrease the casting time, negative values increase the casting time.
Parameter #1: Speed Modifier
Parameter #2: Irrelevant
This effect sets stat #78 (PHYSICALSPEED) to param #1.