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
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 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
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: 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
3 Crushing Reduce by Percentage
65536 Acid
65537 Acid Set to Value
65538 Acid Set to Percentage
65539 Acid Reduce by Percentage
131072 Cold
131073 Cold Set to Value
131074 Cold Set to Percentage
131075 Cold Reduce by Percentage
262144 Electricity
262145 Electricity Set to Value
262146 Electricity Set to Percentage
262147 Electricity Reduce by Percentage
524288 Fire
524289 Fire Set to Value
524290 Fire Set to Percentage
524291 Fire Reduce by Percentage
1048576 Piercing
1048577 Piercing Set to Value
1048578 Piercing Set to Percentage
1048579 Piercing Reduce by Percentage
2097152 Poison
2097153 Poison Set to Value
2097154 Poison Set to Percentage
2097155 Poison Reduce by Percentage
4194304 Magic
4194305 Magic Set to Value
4194306 Magic Set to Percentage
4194307 Magic Reduce by Percentage
8388608 Missile
8388609 Missile Set to Value
8388610 Missile Set to Percentage
8388611 Missile Reduce by Percentage
16777216 Slashing
16777217 Slashing Set to Value
16777218 Slashing Set to Percentage
16777219 Slashing Reduce by Percentage
33554432 Magic Fire
33554433 Magic Fire Set to Value
33554434 Magic Fire Set to Percentage
33554435 Magic Fire Reduce by Percentage
67108864 Magic Cold
67108865 Magic Cold Set to Value
67108866 Magic Cold Set to Percentage
67108867 Magic Cold Reduce by Percentage
134217728 Stunning
134217729 Stunning Set to Value
134217730 Stunning Set to Percentage
134217731 Stunning Reduce by Percentage
268435456 Soul Eater
268435457 Soul Eater Set to Value
268435458 Soul Eater Set to Percentage
268435459 Soul Eater Reduce by Percentage
1073741824 Disease
1073741825 Disease Set to Value
1073741826 Disease Set to Percentage
1073741827 Disease Reduce by Percentage
The Dice values can be used to inflict varying damage amounts - e.g. 2d6 would do 2-12 damage (Damage type is still specified by the 'Type' value).
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
- Sets state STATE_ACID_DEATH (0x00000400), STATE_DEAD (0x00000800)
- Kicked from party, drops inventory
1 Burning death
- Sets state STATE_FLAME_DEATH (0x00000200), STATE_DEAD (0x00000800)
- Character Tint Solid, character color ~[0x00404040] (Darkens avatar)
- Kicked from party, drops inventory
2 Crushed death
- Sets state STATE_EXPLODING_DEATH (0x00000100), STATE_DEAD (0x00000800)
- Kicked from party, drops inventory
4 Normal death
- Sets state STATE_DEAD (0x00000800)
- Drops inventory
8 Chunked death
- Sets state STATE_EXPLODING_DEATH (0x00000100), STATE_DEAD (0x00000800)
- Sets ANIMATE[0x230][EXPLODING_TORSO]
- Plays sound ("GORE.WAV")/("GORE2.WAV")
- Kicked from party, drops inventory, sets all color indexes to 70
16 Stoned death
- Sets state STATE_STONE_DEATH (0x00000080)
- Any hostile action against the creature(s) applies an Exploding Stoned Death to them
- Kicked from party, retains inventory, overlay's color index 72
32 Freezing death
- Applies Exploding Freezing Death to the target with a (random) 0-5 second delay
- Sets state STATE_FROZEN_DEATH (0x00000040)
- Any hostile action against the creature applies an Exploding Freezing Death to the target
- Kicked from party, retains inventory, overlay's color index 71
64 Exploding stoned death/Level Drain death
- Sets state STATE_EXPLODING_DEATH (0x00000100), STATE_DEAD (0x00000800)
- Sets ANIMATE[0x100][CHUNKS]
- Kicked from party, retains inventory, sets all color indexes to 72
128 Exploding freezing death
- Sets state STATE_EXPLODING_DEATH (0x00000100), STATE_DEAD (0x00000800)
- Sets ANIMATE[0x100][CHUNKS]
- Kicked from party, retains inventory, sets all color indexes to 71
256 Electrified death
- Sets state STATE_FLAMING_DEATH (0x00000200), STATE_DEAD (0x00000800)
- Character Tint Solid, character color ~[0x00404040] (Darkens avatar)
- Kicked from party, drops inventory
512 Disintegration death
- Sets state STATE_EXPLODING_DEATH (0x00000100), STATE_DEAD (0x00000800)
- Sets ANIMATE[0x100][CHUNKS]
- Kicked from party, retains inventory, sets all color indexes to 72
1024 Destruction (in IWD2)
- Sets state STATE_EXPLODING_DEATH (0x00000100), STATE_DEAD (0x00000800)
- Sets ANIMATE[0x230][EXPLODING_TORSO]
- Plays sound ("GORE.WAV")/("GORE2.WAV")
- Kicked from party, retains inventory, sets all color indexes to 70
Other
- Removes all death states, but does not restore HP
- Drops inventory
Any -> Removes death states that they do not set (e.g, a normal Death will remove STATE_FROZEN_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.
The upper word of the 'Type' field can further control the style.
Known values for the upper word of 'Type' are:
BIT0 – Raise dead
BIT1 – Remove all effects with a limited timing mode (not equipped(2) or permanent(9)), but also any ITM in the Magical Weapon slot.
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
2 Weak Invisibility -> EE: It's the same type of invisibility as 'Improved Invisibility' after you take a hostile action and reveal yourself.
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
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 1HP per second (only if 'Damage Amount' is non-zero)
1 Inflict 1HP per second (only if 'Damage Amount' is greater than 1)
2 Inflict 'Damage Amount' per second
3 Inflict 1HP every 'Damage Amount' seconds
4 Inflict Param 3 Damage every Param 1 seconds
5+ Crash
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 Black
2 Blue
3 Chromatic
4 Gold
5 Green
6 Purple
7 Red
8 White
9 Ice
10 Stone
11 Magenta
12 Orange
13 Crash+
Known values for 'Type' are:
1 Explosion
2 No effect?
3 Sparkle Shower
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. The duration of the effect is controlled by the 'Speed' field.
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
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
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
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
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
2 Innate
3 Mage Spells
4 Cleric Spells
5 Innate
'Type' values of 0,1 or 2 display a message -'Spell Failed: casting failure'
'Type' values of 3,4 or 5 display a message -'Spell failed due to dead magic'
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:
0 EA
1 Generic / General
2 Race
3 Class
4 Specific
5 Gender
6 Align / Alignmen (iwd1, pst)
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 1 HP per second
1 1 HP per second
2 'Damage' per Second
3 Cause 1HP every 'Damage' seconds
4 Strength Penalty
5 Dexterity Penalty
6 Constitution Penalty
7 Intelligence Penalty
8 Wisdom Penalty
9 Charisma Penalty
10 Slow Effect
'Damage' can be positive (penalty) or negative (bonus).
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
Values for 'Type' are taken from projectl.ids.
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
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 'Regeneration Amount' HP every second
3 Restore 1HP every 'Regeneration Amount' 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
The affected creature becomes immobile and its AI scripts stop running.
This effect sets stat #58 (HELD) to 1. It also sets the STATE_HELPLESS flag.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Amount
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
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: Irrelevant
Parameter #2: Irrelevant
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 Gain Resistances/statistics (spell-casting disabled)
1 Appearance only
This effect sets stat #59 (POLYMORPHED) to 1 but only if param #2 is 0.
If the resource key is empty, other polymorph effects are removed, allowing for removal of permanent effects.
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 (from SEQ.IDS):
0 Attack
1 Awake
2 Cast
3 Conjure
4 Damage
5 Die
6 Turn head
7 Ready
8 Shoot
9 Twitch
10 Walk
11 Attack (Slash)
12 Attack (Backslash)
13 Attack (Jab)
14 Emerge
15 Hide
16 Sleep
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
59 Energy Drain (Psionic/Mindflayer)
60 Holy Power
61 Cloak of Fear
62 Iron Skins
63 Magic Resistance
64 Righteous Magic
65 Spell Turning
66 Repulsing Undead
67 Spell Deflection
68 Fire Shield Red
69 Fire Shield Blue
70 Protection from Normal Weapons
71 Protection from Magic Weapons
72 Tenser's Transformation
73 Protection from Magical Energy
74 Mislead
75 Contingency Active
76 Protected from the Elements
77 Projected Image
78 Maze
79 Imprisonment
80 Stoneskin
81 KAI
82 Called Shot
83 Spell Failure
84 Offensive Stance
85 Defensive Stance
86 Intelligence Drained by Mind Flayer
87 Regenerating
88 Dialog Mode
89 At a Store
90 Negative Plane Protection
91 Ability Score Drained
92 Spell Sequencer Active
93 Protected from Energy
94 Magnetized
95 Able to Poison Weapons
96 Setting Trap
97 Glass Dust
98 Blade Barrier
99 Death Ward
100 Doom
101 Decaying
102 Acid
103 Vocalize
104 Mantle
105 Miscast Magic
106 Magic Resistance Lowered
107 Spell Immunity
108 True Seeing
109 Detecting Traps
110 Improved Haste
111 Spell Trigger
112 Deaf
113 Enfeebled
114 Infravision
115 Friends
116 Shield of the Archons
117 Spell Trap
118 Absolute Immunity
119 Improved Mantle
120 Farsight
121 Globe of Invulnerability
122 Minor Globe of Invulnerability
123 Spell Shield
124 Polymorphed
125 Otiluke's Resilient Sphere
126 Nauseated
127 Ghost Armor
128 Glitterdust
129 Webbed
130 Unconscious
131 Mental Combat
132 Physical Mirror
133 Repulse Undead
134 Chaotic Commands
135 Draw Upon Holy Might
136 Strength of One
137 Bleeding
138 Barbarian Rage
139 Boon of Lathander
140 Storm Shield
141 Enraged
142 Stunning Blow
143 Quivering Palm
144 Entangled
145 Grease
146 Smite
147 Hardiness
148 Power Attack
149 Whirlwind Attack
150 Greater Whirlwind
151 Magic Flute
151 Chaos of Battle (IWD:EE only)
152 Critical Strike
153 Greater Deathblow
154 Deathblow
155 Avoid Death
156 Assassination
157 Evasion
158 Greater Evasion
159 Improved Alacrity
160 Aura of Flaming Death
161 Globe of Blades
162 Improved Chaos Shield*
163 Chaos Shield*
164 Fire Elemental Transformation
164 Shield of Lathander (IWD:EE only)
165 Earth Elemental Transformation
165 Greater Shield of Lathander (IWD:EE only)
166 Mind Blank (IWD:EE only)
167 Aid (IWD:EE only)
168 Phased (IWD:EE only)
169 Pain (IWD:EE only)
170 Impervious Sanctity of Mind (IWD:EE only)
171 Petrified (IWD:EE only)
172 Iron Body (IWD:EE only)
173 Animal Rage (IWD:EE only)
174 Exaltation (IWD:EE only)
175 Recitation (IWD:EE only)
176 Blood Rage (IWD:EE only)
177 The Ballad of Three Heroes (IWD:EE only)
178 The Tale of Curran Strongheart (IWD:EE only)
179 Tymora's Melody (IWD:EE only)
180 The Song of Kaudies (IWD:EE only)
181 The Siren's Yearning (IWD:EE only)
182 War Chant of Sith (IWD:EE only)
183 Prayer (IWD:EE only)
184 Righteous Wrath of the Faithful (IWD:EE only)
185 Cat's Grace (IWD:EE only)
186 Hope (IWD:EE only)
187 Courage (IWD:EE only)
188 Enchanted Weapon (EE only)
189 Spirit Ward (EE only)
190 Ether Gate (EE only)
191 Shamanic Dance (EE only)
192 Chaos of Battle (BG:EE only)
192 Repulsion (IWD:EE only)
193 Marek's Poison (BG:EE only)
193 Increased Movement Rate (IWD:EE only)
194 Repulsion (BG:EE only)
194 Immunity: Abjuration (IWD:EE only)
195 Increased Movement Rate (BG:EE only)
195 Immunity: Conjuration (IWD:EE only)
196 Immunity: Abjuration (BG:EE only)
196 Immunity: Divination (IWD:EE only)
197 Immunity: Conjuration (BG:EE only)
197 Immunity: Enchantment (IWD:EE only)
198 Immunity: Divination (BG:EE only)
198 Immunity: Illusion (IWD:EE only)
199 Immunity: Enchantment (BG:EE only)
199 Immunity: Evocation (IWD:EE only)
200 Immunity: Illusion (BG:EE only)
200 Immunity: Necromancy (IWD:EE only)
201 Immunity: Evocation (BG:EE only)
201 Immunity: Alteration (IWD:EE only)
202 Immunity: Necromancy (BG:EE only)
203 Immunity: Alteration (BG:EE only)
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
10 Bard Song Button (only in EEs)
11 Second Quick Item Button
12 Third Quick Item Button
13 Innate Ability Button
14 Find Traps Button
15 Inventory Button (only in EEs)
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
Learning is successful when 1D100 <= the INT-dependent LEARN_SPELL value in INTMOD.2DA.
The LEARN_SPELL value is modified for mage specialists, with +15 for same school spells, and -15 for non-same school spells.
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
BG2 | TOB | All EE games | BG:EE | BG:SoD | BG2:EE |
---|---|---|---|---|---|
BISLOGO | INTRO | LOGO – WotC logo | DEATHAND – Death | SODCIN01 – Siege of Dragonspear Introduction | NITEDAY – Sunrise |
BWDRAGON | MANAFORG | INTRO – Baldur's Gate: Enhanced Edition Introduction | SODCIN02 – Boarskyr Bridge | DAYNITE – Sunset | |
DAYNITE | MELISSAN | REST – Resting Outside | SODCIN03 – Murder | DEATHAND – Death | |
DEATHAND | OUTRO | RESTDUNG – Resting in Dungeon | SODCIN05 – Epilogue | INTRO15F – Shadows of Amn Intro | |
END15FPS | SARADUSH | RESTINN – Resting at Inn | FLYTHR01 – Asylum | ||
ENDCRDIT | POCKETZZ | BGENTER – Entering Baldur's Gate | FLYTHR02 – Underdark | ||
FLYTHR01 | FRARMINN – Friendly Arm Inn | FLYTHR03 – Suldanessellar | |||
FLYTHR02 | NASHKELL – Nashkell | FLYTHR04 – Hell | |||
FLYTHR03 | CAMP – Bandit Camp | INTRO – Throne of Bhaal Intro | |||
FLYTHR04 | MINEFLOD – Flooding Cloakwood Mines | POCKETZZ – Pocket Plane Rest | |||
INTRO15F | ELDRCITY – Undercity | SARADUSH – Saradush Flythrough | |||
NITEDAY | ENDMOVIE – Epilogue | MANAFORG – Mana Forge Flythrough | |||
RESTCAMP | ENDCRDIT – Credits | MELISSAN – Melissan's Demise | |||
RESTDUNG | WRECK – Wrecked Ship (Werewolf Island) | OUTRO – Closing the Book | |||
RESTINN | BLACKPIT – The Black Pits Introduction | HEXXATDR – Dragomyr's Crypt (Hexxat) | |||
WOTC | DORNGORG – Resurrection Gorge (Dorn) | ||||
DORNTREE – Ritual Circle (Dorn) | |||||
NEERAES – Town Bell (Neera) | |||||
RASAADMI – Sharran (Rasaad) | |||||
RASAADTE – Temple (Rasaad) |
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
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
58 Master Thievery
59 Energy Drain (Psionic/Mindflayer)
60 Holy Power
61 Cloak of Fear
62 Iron Skins
63 Magic Resistance
64 Righteous Magic
65 Spell Turning
66 Repulsing Undead
67 Spell Deflection
68 Fire Shield Red
69 Fire Shield Blue
70 Protection from Normal Weapons
71 Protection from Magic Weapons
72 Tenser's Transformation
73 Protection from Magical Energy
74 Mislead
75 Contingency Active
76 Protected from the Elements
77 Projected Image
78 Maze
79 Imprisonment
80 Stoneskin
81 KAI
82 Called Shot
83 Spell Failure
84 Offensive Stance
85 Defensive Stance
86 Intelligence Drained by Mind Flayer
87 Regenerating
88 Dialog Mode
89 At a Store
90 Negative Plane Protection
91 Ability Score Drained
92 Spell Sequencer Active
93 Protected from Energy
94 Magnetized
95 Able to Poison Weapons
96 Setting Trap
97 Glass Dust
98 Blade Barrier
99 Death Ward
100 Doom
101 Decaying
102 Acid
103 Vocalize
104 Mantle
105 Miscast Magic
106 Magic Resistance Lowered
107 Spell Immunity
108 True Seeing
109 Detecting Traps
110 Improved Haste
111 Spell Trigger
112 Deaf
113 Enfeebled
114 Infravision
115 Friends
116 Shield of the Archons
117 Spell Trap
118 Absolute Immunity
119 Improved Mantle
120 Farsight
121 Globe of Invulnerability
122 Minor Globe of Invulnerability
123 Spell Shield
124 Polymorphed
125 Otiluke's Resilient Sphere
126 Nauseated
127 Ghost Armor
128 Glitterdust
129 Webbed
130 Unconscious
131 Mental Combat
132 Physical Mirror
133 Repulse Undead
134 Chaotic Commands
135 Draw Upon Holy Might
136 Strength of One
137 Bleeding
138 Barbarian Rage
139 Boon of Lathander
140 Storm Shield
141 Enraged
142 Stunning Blow
143 Quivering Palm
144 Entangled
145 Grease
146 Smite
147 Hardiness
148 Power Attack
149 Whirlwind Attack
150 Greater Whirlwind
151 Magic Flute
151 Chaos of Battle (IWD:EE only)
152 Critical Strike
153 Greater Deathblow
154 Deathblow
155 Avoid Death
156 Assassination
157 Evasion
158 Greater Evasion
159 Improved Alacrity
160 Aura of Flaming Death
161 Globe of Blades
162 Improved Chaos Shield*
163 Chaos Shield*
164 Fire Elemental Transformation
164 Shield of Lathander (IWD:EE only)
165 Earth Elemental Transformation
165 Greater Shield of Lathander (IWD:EE only)
166 Mind Blank (IWD:EE only)
167 Aid (IWD:EE only)
168 Phased (IWD:EE only)
169 Pain (IWD:EE only)
170 Impervious Sanctity of Mind (IWD:EE only)
171 Petrified (IWD:EE only)
172 Iron Body (IWD:EE only)
173 Animal Rage (IWD:EE only)
174 Exaltation (IWD:EE only)
175 Recitation (IWD:EE only)
176 Blood Rage (IWD:EE only)
177 The Ballad of Three Heroes (IWD:EE only)
178 The Tale of Curran Strongheart (IWD:EE only)
179 Tymora's Melody (IWD:EE only)
180 The Song of Kaudies (IWD:EE only)
181 The Siren's Yearning (IWD:EE only)
182 War Chant of Sith (IWD:EE only)
183 Prayer (IWD:EE only)
184 Righteous Wrath of the Faithful (IWD:EE only)
185 Cat's Grace (IWD:EE only)
186 Hope (IWD:EE only)
187 Courage (IWD:EE only)
188 Enchanted Weapon (BG:EE only)
189 Spirit Ward (EE only)
190 Ether Gate (EE only)
191 Shamanic Dance (EE only)
192 Chaos of Battle (BG:EE only)
192 Repulsion (IWD:EE only)
193 Marek's Poison (BG:EE only)
193 Increased Movement Rate (IWD:EE only)
194 Repulsion (BG:EE only)
194 Immunity: Abjuration (IWD:EE only)
195 Increased Movement Rate (BG:EE only)
195 Immunity: Conjuration (IWD:EE only)
196 Immunity: Abjuration (BG:EE only)
196 Immunity: Divination (IWD:EE only)
197 Immunity: Conjuration (BG:EE only)
197 Immunity: Enchantment (IWD:EE only)
198 Immunity: Divination (BG:EE only)
198 Immunity: Illusion (IWD:EE only)
199 Immunity: Enchantment (BG:EE only)
199 Immunity: Evocation (IWD:EE only)
200 Immunity: Illusion (BG:EE only)
200 Immunity: Necromancy (IWD:EE only)
201 Immunity: Evocation (BG:EE only)
201 Immunity: Alteration (IWD:EE only)
202 Immunity: Necromancy (BG:EE only)
203 Immunity: Alteration (BG:EE only)
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
If the key is not 8 characters long, all memorized copies will be removed.
If the key is 8 characters, memorized copies will remain intact.
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 Expire Illusionary Spell
EFF_E02 Expire Abjuration Spell
EFF_E03 Expire Conjuration Spell
EFF_E04 Expire Divination Spell
EFF_E05 Expire Enchantment Spell
EFF_E06 Expire Invocation Spell
EFF_E07 Expire Necromancy Spell
EFF_E08 Expire Alteration Spell
EFF_M02 Wizard Abjuration Spell Effect
EFF_M03 Wizard Conjuration Spell Effect
EFF_M04 Wizard Divination Spell Effect
EFF_M05 Wizard Enchantment Spell Effect
EFF_M07 Wizard Necromancy Spell Effect
EFF_M08 Wizard Alteration Spell Effect
EFF_M09 Dimension Door
EFF_M10 Dispel, Expire Illusionary Spell Effect
EFF_M11A Expire Protection from Petrification
EFF_M11B Expire Protection from Normal Missiles
EFF_M11C Protection from Normal Missiles
EFF_M12A Minor Globe Spell Effect
EFF_M12B Expire Minor Globe Spell Effect
EFF_M13 Monster Summoning
EFF_M15 Wizard Hold Person/Undead/Monster
EFF_M16 Confusion Spell Effect
EFF_M18D Melf's Acid Arrow
EFF_M20 Melf's Minute Meteors Impact
EFF_M20 Fireball Impact
EFF_M26 Animate Dead
EFF_M28 Haste
EFF_M29 Slow
EFF_M31A Grease Area Effect Duration
EFF_M31B Grease Start Area Effect
EFF_M31C Grease Affect Creature
EFF_M32 Blur
EFF_M33 Wizard Illusionary Spell Effect
EFF_M34 Ice Storm
EFF_M35 Tree of Life Parasite Destruction
EFF_M36 Viekang Teleport
EFF_M36A Skull Trap (untriggered)
EFF_M36B Skull Trap shatter
EFF_M38 Teleport Without Error
EFF_M41 Disintegrate dust
EFF_M38 ic Armor
EFF_M52 Protection from Acid/Cold/Electricity/Fire
EFF_M53 Spell Protection Removal
EFF_M55 Weapon Protection Effect (e.g. Mantle, etc.)
EFF_M58 Melf's Minute Meteors creation
EFF_M59 Fire
EFF_M60 Stoneskin
EFF_M61 Polymorph/Shapeshift
EFF_M68 Melf's Acid Arrow Impact
EFF_M69 Improved Alacrity/Use Any Item
EFF_M70 Cacofiend, Gate, Summon Fiend
EFF_M71 Power Word: Blind, Kill, Silence, Sleep, Stun
EFF_M71B Wizard Conjure Elemental Mental Combat
EFF_M71C Wizard Conjure Elemental Mental Combat (Won)
EFF_M71D Wizard Conjure Elemental Mental Combat (Lost)
EFF_M73 Summon Hakeashar, Nishruu
EFF_M74 Imprisonment, Maze 1
EFF_M74B Imprisonment, Maze 2
EFF_M76 True Sight/Seeing
EFF_M77 Wizard Eye
EFF_M79 Spook
EFF_M80 Mislead, Project Image, Simulacrum
EFF_M82 Emotion, Greater Malison, Resist Magic
EFF_M86 Contingency & Sequencer -type spells
EFF_M87 Wizard Rapture of the Father
EFF_M89 Wail of the Banshee
EFF_M90 Timestop (Start)
EFF_M91 Timestop (Expire)
EFF_M92 Mirror Image/Priest Illusionary Spell Effect
EFF_M108 Dragon's Breath
EFF_M110 Bigby's Hand Spells
EFF_P01 Priest Abjuration Spell Effect
EFF_P02 Priest Conjuration Spell Effect
EFF_P03 Priest Divination Spell Effect
EFF_P04 Priest Enchantment Spell Effect
EFF_P05 Priest Invocation Spell Effect
EFF_P06 Priest Necromancy Spell Effect
EFF_P07 Priest Alteration Spell Effect
EFF_P08 Animal Summoning
EFF_P11 Hold Animal/Person (Priest)
EFF_P12 Protection from Evil/Magic Energy/The Elements/Energy
EFF_P13 Miscast Magic
EFF_P14 ic Vitriolic Sphere
EFF_P15 ic Recitation
EFF_P16 Flame Strike
EFF_P18 Raise Dead
EFF_P19 Call Lightning
EFF_P21A Sanctuary Start
EFF_P21B Sanctuary Duration
EFF_P21C Sanctuary Expire
EFF_P22A Glyph of Warding non-triggered
EFF_P22B Glyph of Warding Shatter
EFF_P24 BG1 Armor/Shield
EFF_P25 Restoration (Lesser, Greater) casting completion
EFF_P40 Free Action
EFF_P43 Cloak of Fear start/Nature's Beauty
EFF_P51 Remove Fear
EFF_P54 Shillelagh, Spiritual Hammer
EFF_P55 Silence 15' radius
EFF_P56 Barkskin
EFF_P60 Aid
EFF_P61 Ironskins
EFF_P64A Creature Summoning Flash
EFF_P65 Creature Summoning Circle
EFF_P66 Call Woodland Beings
EFF_P69 Unholy Word
EFF_P70 Holy Word
EFF_P72 Command Word
EFF_P73 Charm/Domination
EFF_P76 Flameblade
EFF_P77 Spiritual Hammer Hit
EFF_P80 Blade Barrier Creation
EFF_P83 Bolt of Glory
EFF_P89 Restoration (Greater, Lesser)
EFF_P90 Regeneration
EFF_P92 Earthquake
EFF_P93 Cause Wounds
EFF_P97 Armor of Faith wings
EFF_P115 Implosion
EFF_P116 Conjure Fallen Deva/Planetar
EFF_P117 Conjure Deva/Planetar
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)
This effect sets STAT #58 to 1. It also sets the STATE_HELPLESS flag.
STRREF_EFFECT_HOLD
defined in ENGINEST.2DA in the combat log.
It even overrides the entries in EFFTEXT.2DA.
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
Special: Statistic Modifier
The actual modifier value is placed in the Parameter 3 field in an external effect.
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)
- It will affect all attacks, not just the weapon it's on, which would be incorrect when dual-wielding.
- Multiple opcode #178 effects only allow additional targeting, they do not stack their THAC0 bonus.
Parameter #1: Reference Value
Parameter #2: Reference IDS
Special: Statistic Modifier
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)
- It will affect all attacks, not just the weapon it's on, which would be incorrect when dual-wielding.
- For two-handed/ranged weapons, it can be ideal if a base weapon damage bonus is desired.
- Damage is multiplied by critical hits (and maybe backstabs).
- Multiple opcode #179 effects only allow additional targeting, they do not stack their damage bonus.
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
This effect is not removed by effect #162.
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)
This effect sets STAT #58 to 1. It also sets the STATE_HELPLESS flag.
STRREF_EFFECT_HOLD
defined in ENGINEST.2DA in the combat log.
It even overrides the entries in EFFTEXT.2DA.
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
Resistance.param3: Point
Param4: Float
Param1: Int
Param2: Any
Resource1+2+3: String
Parameter #1: Irrelevant
Parameter #2: Stat Value
The effect modifies STAT #76 to 'param2'.
Parameter #1: Speed Modifier
Parameter #2: Type
This effect sets stat #77 (MENTALSPEED) to param #1. Known value for param2 are:
0: Increment by param#1. Positive values decrease the casting time, negative values increase the casting time.
1: Set casting time of every spell to param#1. Negative values set casting time to 0
2: Set casting time of spells with casting time higher than param#1 to param#1. Other spells are unaffected.
Parameter #1: Speed Modifier
Parameter #2: Irrelevant
This effect sets stat #78 (PHYSICALSPEED) to param #1.
Parameter #1: Modifier
Parameter #2: Type
Known values for 'Type' are:
0 Mage
1 Cleric
This effect modifies stats #79 (CASTINGLEVELBONUSMAGE) or #80 (CASTINGLEVELBONUSCLERIC) depending on param #2.
Parameter #1: Irrelevant
Parameter #2: Upgrade Marker
The 'Upgrade Marker' field is used internally to indicate the familiar has received the ToB upgrades.
Default creatures for familiars are:
Lawful Good Pseudo Dragon (FAMPSD)
Lawful Neutral Ferret (FAMFER)
Lawful Evil Imp (FAMIMP)
Neutral Good Pseudo Dragon (FAMPSD)
True Neutral Rabbit (FAMRAB)
Neutral Evil Dust Mephit (FAMDUST)
Chaotic Good Fairy Dragon (FAMFAIR)
Chaotic Neutral Cat (FAMCAT)
Chaotic Evil Quasit (FAMQUAS)
Parameter #1: Irrelevant
Parameter #2: Stat Value
The effect modifies STAT #81 to 'param2'.
Parameter #1: Irrelevant
Parameter #2: Stat Value
The effect modifies STAT #82 to 'param2'.
Parameter #1: HP Modifier
Parameter #2: Undefined
If 'HP Modifier' is positive, Maximum and Current HP are increased by 'HP Modifier' (though the message ' - was immune to my damage' is displayed).
If 'HP Modifier' is negative, Maximum HP is lowered by 'HP Modifier', and Current HP is lowered by twice 'HP Modifier'.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Reflected Projectile
Values for 'Reflected Projectile' are taken from projectl.ids.
Parameter #1: Irrelevant
Parameter #2: Opcode
Parameter #1: Reflected Level
Parameter #2: Irrelevant
Parameter #1: Amount
Parameter #2: Level
Parameter #1: Amount
Parameter #2: Level
Parameter #1: Irrelevant
Parameter #2: Spell School
Known values for 'Spell School' are:
1 Abjuration
2 Conjuration
3 Divination
4 Enchantment
5 Illusion
6 Evocation
7 Necromancy
8 Alteration
Parameter #1: Irrelevant
Parameter #2: Secondary Type
Known values for 'Secondary Type' are:
1 Spell Protections
2 Specific Protections
3 Illusionary Protections
4 Magic Attack
5 Divination Attack
6 Conjuration
7 Combat Protections
8 Contingency
9 Battleground
10 Offensive Damage
11 Disabling
12 Combination
13 Non-Combat
Parameter #1: Irrelevant
Parameter #2: Spell School
Known values for 'Spell School' are:
1 Abjuration
2 Conjuration
3 Divination
4 Enchantment
5 Illusion
6 Evocation
7 Necromancy
8 Alteration
Parameter #1: Irrelevant
Parameter #2: Type
Known values for 'Type' are:
1 Spell Protections
2 Specific Protections
3 Illusionary Protections
4 Magic Attack
5 Divination Attack
6 Conjuration
7 Combat Protections
8 Contingency
9 Battleground
10 Offensive Damage
11 Disabling
12 Combination
13 Non-Combat
Parameter #1: String Reference
Parameter #2: Irrelevant
In order to do so, both the “Resource” field of op#206 and the “Parent resource” field (located at offset 0x94) of the EFF file must be the same string (max. 8 character long); moreover, you must set the “Resource type” field (located at offset 0x90) of the EFF file to 1 (Spell).
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Minimum Value
Parameter #2: Irrelevant
This effect sets stat #83 (MINHITPOINTS) to param #1.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
The duration of the effect is:
1 to 29 HP -> stunned for 4d4 rounds
30 to 59 HP -> stunned for 2d4 rounds
60 to 89 HP -> stunned for 1d4 rounds
Parameter #1: Irrelevant
Parameter #2: Irrelevant
The field at 0xcc can be used to prevent death related effects (e.g. removal from party) running on the targetted creature(s) – not verified on EE games.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
The freedom effect frees creatures trapped by the imprisonment effect.
Parameter #1: Type
Parameter #2: Irrelevant
Special: Icon
Known values for 'Type' are:
- 0 => Use intelligence based duration (via INTMOD.2DA)
- 1 => Use 'Duration' field
The duration of the effect is set in INTMOD.2DA, default values are:
- 0 to 2 int -> 20d4 rounds
- 3 to 5 int -> 10d4 rounds
- 6 to 8 int -> 5d4 rounds
- 9 to 11 int -> 4d4 rounds
- 12 to 14 int -> 3d4 rounds
- 15 to 17 int -> 2d4 rounds
- 18+ int -> 1d4 rounds
'Icon' defines the index from STATDESC.2DA for custom portrait icons (EE only).
Parameter #1: Irrelevant
Parameter #2: Type
Known values for 'Type' are:
1 Show only known spells
Parameter #1: Undetermined
Parameter #2: Effect State
Known values for 'Effect State' are:
- 0 => Play on target (not attached)
- 1 => Play on target (attached)
- 2 => Play on point
Known BAM files are:
acidblob Ankheg Spit
aciddth Acid Hit
bloodcr Blood Splash
bloodl Blood Splash (Large)
bloodm Blood Splash (Medium)
bloods Blood Splash (Small)
burnhand Burning Hands
cgabjura Casting Glow (Abjuration)
cgaltera Casting Glow (Alteration)
cgconjur Casting Glow (Conjuration)
cgdivina Casting Glow (Divination)
cgenchan Casting Glow (Enchantment)
cgillusi Casting Glow (Illusion)
cginvoca Casting Glow (Invocation)
cgnecrom Casting Glow (Necromancy)
colrspry Colour Spray
explode Crash
fire Crash
firebrn Small Dot of Fire
flml Bolt Of Flame (Large)
flmm Small Bolt Of Flame (Medium)
flms Tiny Bolt Of Flame (Small)
flmstrk BG Flame Strike
glphwrdh Glyph of Warding (Part)
glphwrdt Glyph of Warding (Full)
greased Blob Of Grease
greaseh Blob Of Grease
grndglow Grey round ground Explosion
hlymite Call Upon Holy Might
magicstn Magic Stone
minorglb Minor Globe of Invulnerability
mmagich Burst of Yellowish Magic (like Bolt Of Glory)
sanctry Sanctuary
settrap Spell Icon
shacid Acid Damage
shair Green mist rises from head to air above
sharea Exploding Yellow Ring above head
shearth Blue drops from chest drop on ground
shglyph Rubbish
shskull Rubbish
shwater Potion of Healing
sklh is Skull trap (moving)
sklt is Skull Trap (stationary)
skybolt Call Lightning
spabjura Four cornered blue magic joins in middle
spagscho Unexplainable
spaltera Coloured magic rising from ground (Like Teleport Field)
spanisum Opening Plant (find familiar)
sparmour2 Magic helm forms above target
sparmouri golden armour joins together at chest of caster (armour)
sparmour snowball like balls swirl around target
spattck1 Globe of magic (Like ruby ray of reversal)
spattck2 swirling small ball of magic (umber hulk confusion)
spbaserd Golden Light with white rays of light coming from middle
spbasewt Blue Light with white rays of light coming from middle
spbdbur Lime green blob of magic
spbdburs Direct Vertical Strike of greenish blue magic
spbdimsp Greenish burst of magic upon target
spbehbla Purplish magic swirling on target
spbehray Fire like blob
spbhandi Small ball of burning red fire
spblbbtm Blade Barrier (bottom half)
spblbtop Blade Barrier (Top Half)
spbleshi 3 Golden rays converging upon target
spblood Chunk of flesh when body explodes due to too much damage
spboom Mushroom like cloud of fire
spbrnhnd Burning Hands
spburn Tiny blob of fire
spburns1 Round fire
spcagemz Maze (Only top 2 grates)
spcallli Strike of Lightning (not lightning strike)
spccmdsi Purplish red burst of magic
spccolde Round of blue ice with a trail of smoke smashing on target
spccoldl Travelling round blue ice with a trail of smoke
spccwoui Burst of Bluish light bursting on target
spchlgt1 Chain Lightning
spchlgt2 Chain Lightning
spchlgt3 Chain Lightning
spchchromi Orb of Translucent bluish green magic
spchrorb Chromatic Orb
spchunks Ice Chunks (when target is frozen and smashed)
spclcomp Blue cloud of mist
spclkfri Blue Cloak forming on target (cloak of fear)
spcloud1 Blue Cloud of mist
spcloud2 A better Blue cloud of mist
spcloud3 Small cloud of blue mist
spcloudi Burst of orangey red magic
spcmwoui Blue magic on target increases then shrinks and disappears
spcomend Tentacle Whip
spcomett A Purple Comet
spcomstt A whip
spconfus Confusion a ring of intertwined birds
spcontin A large white star forming a book which blasts white light
spcrtwpn Yellow and white rays circle forming hammer and anvil
spcspra2 Coloured ball of magic
spcspra3 Larger more clearer ball of magic
spcsprai Same as last one
spcswoui Blast of greenish yellowey white magic
spdeath3 Rising spirit (Finger of Death)
spdimdr1 Bg open dimension door
spdimdr2 Bg opening dimension door
spdimndr Bg2 dimension door
spdispma Swirling balls of blue magic (dispel magic)
spdivina Five balls of blue magic separating very small
spdusty2 Disintegration dust
spelltin Rubbish green square
spentaai Green vine from ground
spentaci A swarm of green vines
spentaxi A swarm of vines that disappear after intertwining
spfbsmal White Ball of fire
spfdeath Rising Spirit (Finger of Death)
spfdeth3 Rising Spirit (Finger Of Death)
spfearef Face on ground (Horror)
spfinodi A dieing Rose
spfire Flame Damage
spfirebl Fireball
spfirepl Burst of fire in middle with a circle of white light leaving
spfiresb Fire Shield Blue
spfiresr Fire Shield Red
spfiret Small Ball of Fire
spfiretr Better Small Ball Of Fire
spfirimp Fire Damage
spfirsdi Burst of Flames
spfirsed Fire Seed
spfladow Flame Strike
spflames Burst of Flames
spflast1 Burst Of Flames (Different)
spflast2 Flame Strike (different)
spfleshs Swirling white rays (when Irenicus petrifies people)
spflmarr is Flame Arrow (more real)
spflmbld is Rising Sword
spflmsti is Bottom half Of Icewind Dale Style Flame Strike
spflsrin is Central flaming ball ejecting 2 rings of white light
spflstri is Flamestrike with burning bright yellow at bottom
spfracti is a chain breaking in half, spfstrmi is Small meteor swarm
spgenhla is Ray of bluish light with rays of yellow light (Holy Power)
spgenhlb is Ray Above but forming (the one above forms and finishes)
spgflsh1 is Burst of yellow red magic (when monsters unsummon)
spglyphi is Travelling Coloured glyph of warding
spglypti is Floating coloured glyph
spgreaai is Purple oval of magic
spgreaci is same oval of magic but still the one above forms and goes
spgreaxi is Blob of purple goo exploding on target
spgreorb is green Orb
sphandat is A electrical looking hand appearing
sphealin is Healing
sphleft is left Half of Icewind style Heal
sphlhi01 is left half of icewinds Heal
sphlhi02 is Right half of icewinds heal
sphlybls is Aid
sphlysm2 is Lighter Ray of Holy Smite
sphlysm3 is Darker ray of Holy Smite
sphlysmt is Yellow ray of light striking target
sphollyw is A swirl of blue magic forming then exploding into many doves
spholmig is Already formed circle of magic with white rays shining out
spholymt is Yellow ray with bluish mist on side vertically on target
spholywd is Light blue ray of vertical energy with whitish mist on side
sphorpuf is Yellowish puff of smoke
sphorwil is Abi Dalzims horrid wilting
sphright is Right hands side of Icewinds spell heal
spicestm is Ice storm
spillus is a ball of blue magic swirling
spilusio is a ball of blue magic swirling
spinsect is Black swarm of Insects
spiplaai is Brown swarm of insects
spiplari is Brown swarm of insects
spiplaui is Forming swarm of brown insects
splightb is Lightning Bolt
spmagglo is Minor Spell Deflection
spmagmis is Magic Missile
spmetswa is Flaming ball of fire
spmetswm is Meteor Swarm
spmetswn is More Balls of Meteor swarm
spmindat is The swirling ball above head when you are held
spmirroi is A shining blue mirror
spmonsum is Monster Summoning
spnecro1 is Ring of circling reddish purplish magic
spnpoisi is Icewinds style of cure disease
spnwchrm is Green orbs rising from ground to head (charm)
sppfirai is Produce Fire
sppfirri is smaller burst of fire
sppfirxi is larger burst of flame
spplanar is Large yellow orb forming then shattering
sppolymp is Polymorph
spportal is Round portal forming
sppowwrd is One of the red Power Word effects
spprayri is Icewind Dales style of prayer
spprism2 is swirling orb of colour
spprism3 is swirling ball of colour
spprismt is swirling ball of colour
spproimg is Crack in ground forming some round circle
spprotec is Protection from normal weapons
spraised is animate dead
spraisei is growing rose (raise dead)
sprdrabu is Vertical strike of red magic
sprdrae2 is burst of yellow fire like magic
sprdraex is burst of yellow fire like magic
sprdraim is puff of red smoke exploding on target in a ring
sprdrasi is puff of red smoke formed and it stays formed
spresuri is growing silver rose (resurrection)
spring is grey travelling ray
sprmpari is Icewind Style of remove paralysis
sprotect is Protection from evil
sprwra2i is A blue symbol on the ground with rays of blue rising from it
sprwrati is green ray forming and bursting down on target
spsarmour is Forming wings
spschgi is Purple energy with a black ring around it swirling
spscorch is Fire thing again (so many of these)
spscoric is same as above
spsdbur is A ray of misty grey magic vertically striking fast
spsdimpa is Great sparks of white bursting
spsdrbur is a ray of misty grey magic vertically striking
spshadow is Nothing
spshield is Prot normal missiles
spshkimp is Electrical damage effect
spskullt is red eyed skull with a trail of green smoke
spsmkjet is nothing
spsmold is nothing
spsmpuff is white round puff of smoke disappearing
spsnrayi is Sunray
spsohopi is Symbol forming and ejecting a ray of magic (symbol hopeless)
spspaini is Symbol of Pain
spsparks is sparks
spspeart is Bolt of Glory
spspmaze is 4 lines forming a sharp cage of spears
spstink is small puff of smoke rising from ground
spstones is stoneskin
spstrenh is Whiteray shooting down forming a puff of magic on target (lesser restoration)
spstreni is Strength of One
spsturni is Minor Spell Turning
spsumgte is gate (ring of bones)
spsummon is Call Woodland Beings
spsunray is Larger sunray
sptrapbb is Snare Trap
sptrusee is Opening Eye (clairvoyance)
spturni2 is Already formed spell turning
spunhbl2 is unholy smite
spunhbl3 is darker version of above
spunhblt is Red bolt shooting
spunholy is Am orange glow exploding into many doves
spwi124a is Spell Icon
spwi124b is Spell Icon
spwi124c is Spell Icon
spwirbla is Some ring forming a circle with other lines coming from it with blades arching up forming some cage
spwrdfld is Teleport Field
stnkcldd is Stinking Cloud
stnkcldt is Travelling Ball of Stinking Cloud
travel is An orb of swirling magic orb that shoots out to everyone
trbloba is green blob forming and splatting on target
trblobb is green blob forming and splatting on target
trdartst is Shooting knife looking things
trgooyaa is green blob forming and splatting on target
trgooybb is green blob forming and splatting on target
trspeart is Spear rising from ground striking target
trventaa is Bottom part of opening vent
trventbb is top part of opening vent which sprays out mist
webbomb is A burst of webs
webc is entangled in web
webentd Other version of web
webenth Entangling web
webentt Travelling ball of shining web
Parameter #1: Amount
Parameter #2: Irrelevant
Param3 is used internally to store recalculated max hp.
Param4 is used internally to store recalculated max xp.
This effect sets stat #200 (LEVELDRAIN) to param #1.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Amount
Parameter #2: Irrelevant
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
7 Gender.IDS
8 Align.IDS
Parameter #1: Maximum Level
Parameter #2: School Type
Known values for 'School Type' are:
1 Abjurer
2 Conjurer
3 Diviner
4 Enchanter
5 Illusionist
6 Invoker
7 Necromancer
8 Transmuter
9 Generalist
Parameter #1: Maximum Level
Parameter #2: Secondary Type
Known values for 'Secondary Type' are:
1 Spell Protections
2 Specific Protections
3 Illusionary Protections
4 Magic Attack
5 Divination Attack
6 Conjuration
7 Combat Protections
8 Contingency
9 Battleground
10 Offensive Damage
11 Disabling
12 Combination
13 Non-Combat
Parameter #1: Max Range
Parameter #2: Irrelevant
The 'Max Range' field sets the maximum range of the teleporting effect.
Parameter #1: Max Level
Parameter #2: School Type
1 Abjurer
2 Conjurer
3 Diviner
4 Enchanter
5 Illusionist
6 Invoker
7 Necromancer
8 Transmuter
9 Generalist
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Undefined
Parameter #2: Undefined
Parameter #1: Max Level
Parameter #2: Secondary Type
1 Spell Protections
2 Specific Protections
3 Illusionary Protections
4 Magic Attack
5 Divination Attack
6 Conjuration
7 Combat Protections
8 Contingency
9 Battleground
10 Offensive Damage
11 Disabling
12 Combination
13 Non-Combat
Parameter #1: Max Level
Parameter #2: School Type
1 Abjurer
2 Conjurer
3 Diviner
4 Enchanter
5 Illusionist
6 Invoker
7 Necromancer
8 Transmuter
9 Generalist
Parameter #1: Max Level
Parameter #2: Secondary Type
1 Spell Protections
2 Specific Protections
3 Illusionary Protections
4 Magic Attack
5 Divination Attack
6 Conjuration
7 Combat Protections
8 Contingency
9 Battleground
10 Offensive Damage
11 Disabling
12 Combination
13 Non-Combat
Parameter #1: Max Level
Parameter #2: School Type
Known values for 'School Type' are:
1 Abjurer
2 Conjurer
3 Diviner
4 Enchanter
5 Illusionist
6 Invoker
7 Necromancer
8 Transmuter
9 Generalist
Parameter #1: Max Level
Parameter #2: Secondary Type
Known values for 'Secondary Type' are:
1 Spell Protections
2 Specific Protections
3 Illusionary Protections
4 Magic Attack
5 Divination Attack
6 Conjuration
7 Combat Protections
8 Contingency
9 Battleground
10 Offensive Damage
11 Disabling
12 Combination
13 Non-Combat
Parameter #1: Irrelevant
Parameter #2: Irrelevant
The timestop effect lasts half as long as the Duration specified for the effect.
In particular:
- All creatures not immune to Time Stop will be rendered uncontrollable, can be hit automatically by attacks as if they were HELPLESS (but do not actually have STATE_HELPLESS set), and their frequency-based effects will not trigger (poison/regeneration), but their duration will run.
- Projectiles are suspended mid-flight until the Time Stop ends, at which point they will resume normal function.
- Area effect projectiles are suppressed until the Time Stop ends, at which point they will resume normal function, though their duration will run during the Time Stop.
- Projectiles that hit "instantly" (#0 and #1 for spells/items) are unaffected by Time Stop, which includes all melee weapons.
Parameter #1: Target
Parameter #2: Condition
Known values for 'Target' are:
0 Effect Target
1 LastHitter
2 NearestEnemyOf
3 Nearest
Known values for 'Condition' are:
0 HitBy()
1 See(NearestEnemyOf())
2 HPPercentLT(Myself 50)
3 HPPercentLT(Myself 25)
4 HPPercentLT(Myself 10)
5 StateCheck(Myself,STATE_HELPLESS) i.e. unconscious
6 StateCheck(Myself,STATE_POISONED) i.e. poisoned
7 AttackedBy('Target')
8 PersonalSpaceDistance('Target',4)
9 PersonalSpaceDistance('Target',10)
10 Unknown - every round
11 TookDamage()
Parameter 3 (EFF) activates the portrait icon and immediately triggers the HitBy() trigger
Parameter #1: Amount
Parameter #2: Type
Axe 92
Bastard Sword 89
Blackjack 108
Club 115
Crossbow 103
Dagger 96
Darts 106
Flail/Morningstar 100
Gun 109
Halberd 99
Katana 94
Long Bow 104
Long Sword 90
Mace 101
Martial Arts 110
Quarter Staff 102
Scimitar/Wakizashi/Ninja-To 95
Short Bow 105
Short Sword 91
Single Weapon Skill 113
Sling 107
Spear 98
Sword and Shield Skill 112
Two-Handed Sword 93
Two-Handed Weapon Skill 111
Two Weapon Skill 114
War Hammer 97
Extra Proficiency 2(Unused) 116
Extra Proficiency 3(Unused) 117
Extra Proficiency 4(Unused) 118
Extra Proficiency 5(Unused) 119
Extra Proficiency 6(Unused) 120
Extra Proficiency 7(Unused) 121
Extra Proficiency 8(Unused) 122
Extra Proficiency 9(Unused) 123
Extra Proficiency 10(Unused) 124
Extra Proficiency 11(Unused) 125
Extra Proficiency 12(Unused) 126
Extra Proficiency 13(Unused) 127
Extra Proficiency 14(Unused) 128
Extra Proficiency 15(Unused) 129
Extra Proficiency 16(Unused) 130
Extra Proficiency 17(Unused) 131
Extra Proficiency 18(Unused) 132
Extra Proficiency 19(Unused) 133
Extra Proficiency 20(Unused) 134
Parameter #1: Maximum Level Usable
Parameter #2: Amount/Type
The 'Maximum Level' field indicates the maximum spell level that can be used in the contingency. The 'Amount/Type' field indicates the number of spells that can be used in the contingency, and the type of the contingency.
Known values for the 'Amount/Type' field are:
First word: Amount (1-3)
Second word:
0 Chain Contingency
1 Contingency
2 Broken Sequencer
Parameter #1: Speed
Parameter #2: Direction
Known values for 'Direction' are:
- 0/1 => Away from the destination point (specified in EFF file)
- 2 => Away from the source
- 3 => Towards the destination point (specified in EFF file)
- 4 => Towards source
In EEs, this effect can push creatures through closed (and locked) doors. (this does not require the “pass-wall” effect).
Parameter #1: Undetermined
Parameter #2: Type
Known values for 'Type' are:
0 Talkative, uncontrollable
1 Can not attack, can not cast spells (Mislead.spl is cast on the creature)
2 Can attack, can not cast spells (ProjImag.spl is cast on the creature)
3 Can attack, can cast spells (Simulacr.spl is cast on the creature)
4+ As 0
Parameter #1: Master ID
Parameter #2: ID Number
Known values for 'ID Number' are:
1 Mislead
2 Project Image
3 Simulacrum
The 'Master ID' field stores a value (0-5) representing the owning party member.
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: Irrelevant
Parameter #2: Type
Known values for 'Type' are:
0 View explored sections only
1 View explored section and unexplored sections.
Parameter #1: Irrelevant
Parameter #2: Icon
Known values for 'Icon' are:
0 Charm
1 Dire Charm
2 Rigid Thinking
3 Confusion
4 Berserk
5 Intoxicated
6 Poisoned
7 Nauseated
8 Blind
9 Protection from Evil
10 Protection from Petrification
11 Protection from Missiles
12 Magic Armour
13 Held
14 Sleep
15 Shielded
16 Protection from Fire
17 Blessed
18 Chant
19 Free Action
20 Barkskin
21 Strength
22 Heroism
23 Invulnerable
24 Protection from Acid
25 Protection from Cold
26 Resist Fire/Cold
27 Protection from Electricity
28 Protection from Magic
29 Protection from Undead
30 Protection from Poison
31 Non-detection
32 Good luck
33 Bad luck
34 Silenced
35 Cursed
36 Panic
37 Resist Fear
38 Haste
39 Fatigue
40 Bard Song
41 Slow
42 Regenerate
43 Domination
44 Hopelessness
45 Greater Malison
46 Spirit Armour
47 Chaos
48 Feebleminded
49 Defensive Harmony
50 Champion's Strength
51 Dying
52 Mind Shield
53 Level Drain
54 Polymorph Self
55 Stun
56 Regeneration
57 Perception
58 Master Thievery
59 Energy Drain (Psionic/Mindflayer)
60 Holy Power
61 Cloak of Fear
62 Iron Skins
63 Magic Resistance
64 Righteous Magic
65 Spell Turning
66 Repulsing Undead
67 Spell Deflection
68 Fire Shield Red
69 Fire Shield Blue
70 Protection from Normal Weapons
71 Protection from Magic Weapons
72 Tenser's Transformation
73 Protection from Magical Energy
74 Mislead
75 Contingency Active
76 Protected from the Elements
77 Projected Image
78 Maze
79 Imprisonment
80 Stoneskin
81 KAI
82 Called Shot
83 Spell Failure
84 Offensive Stance
85 Defensive Stance
86 Intelligence Drained by Mind Flayer
87 Regenerating
88 Dialog Mode
89 At a Store
90 Negative Plane Protection
91 Ability Score Drained
92 Spell Sequencer Active
93 Protected from Energy
94 Magnetized
95 Able to Poison Weapons
96 Setting Trap
97 Glass Dust
98 Blade Barrier
99 Death Ward
100 Doom
101 Decaying
102 Acid
103 Vocalize
104 Mantle
105 Miscast Magic
106 Magic Resistance Lowered
107 Spell Immunity
108 True Seeing
109 Detecting Traps
110 Improved Haste
111 Spell Trigger
112 Deaf
113 Enfeebled
114 Infravision
115 Friends
116 Shield of the Archons
117 Spell Trap
118 Absolute Immunity
119 Improved Mantle
120 Farsight
121 Globe of Invulnerability
122 Minor Globe of Invulnerability
123 Spell Shield
124 Polymorphed
125 Otiluke's Resilient Sphere
126 Nauseated
127 Ghost Armor
128 Glitterdust
129 Webbed
130 Unconscious
131 Mental Combat
132 Physical Mirror
133 Repulse Undead
134 Chaotic Commands
135 Draw Upon Holy Might
136 Strength of One
137 Bleeding
138 Barbarian Rage
139 Boon of Lathander
140 Storm Shield
141 Enraged
142 Stunning Blow
143 Quivering Palm
144 Entangled
145 Grease
146 Smite
147 Hardiness
148 Power Attack
149 Whirlwind Attack
150 Greater Whirlwind
151 Magic Flute
151 Chaos of Battle (IWD:EE only)
152 Critical Strike
153 Greater Deathblow
154 Deathblow
155 Avoid Death
156 Assassination
157 Evasion
158 Greater Evasion
159 Improved Alacrity
160 Aura of Flaming Death
161 Globe of Blades
162 Improved Chaos Shield*
163 Chaos Shield*
164 Fire Elemental Transformation
164 Shield of Lathander (IWD:EE only)
165 Earth Elemental Transformation
165 Greater Shield of Lathander (IWD:EE only)
166 Mind Blank (IWD:EE only)
167 Aid (IWD:EE only)
168 Phased (IWD:EE only)
169 Pain (IWD:EE only)
170 Impervious Sanctity of Mind (IWD:EE only)
171 Petrified (IWD:EE only)
172 Iron Body (IWD:EE only)
173 Animal Rage (IWD:EE only)
174 Exaltation (IWD:EE only)
175 Recitation (IWD:EE only)
176 Blood Rage (IWD:EE only)
177 The Ballad of Three Heroes (IWD:EE only)
178 The Tale of Curran Strongheart (IWD:EE only)
179 Tymora's Melody (IWD:EE only)
180 The Song of Kaudies (IWD:EE only)
181 The Siren's Yearning (IWD:EE only)
182 War Chant of Sith (IWD:EE only)
183 Prayer (IWD:EE only)
184 Righteous Wrath of the Faithful (IWD:EE only)
185 Cat's Grace (IWD:EE only)
186 Hope (IWD:EE only)
187 Courage (IWD:EE only)
188 Enchanted Weapon (BG:EE only)
189 Spirit Ward (EE only)
190 Ether Gate (EE only)
191 Shamanic Dance (EE only)
192 Chaos of Battle (BG:EE only)
192 Repulsion (IWD:EE only)
193 Marek's Poison (BG:EE only)
193 Increased Movement Rate (IWD:EE only)
194 Repulsion (BG:EE only)
194 Immunity: Abjuration (IWD:EE only)
195 Increased Movement Rate (BG:EE only)
195 Immunity: Conjuration (IWD:EE only)
196 Immunity: Abjuration (BG:EE only)
196 Immunity: Divination (IWD:EE only)
197 Immunity: Conjuration (BG:EE only)
197 Immunity: Enchantment (IWD:EE only)
198 Immunity: Divination (BG:EE only)
198 Immunity: Illusion (IWD:EE only)
199 Immunity: Enchantment (BG:EE only)
199 Immunity: Evocation (IWD:EE only)
200 Immunity: Illusion (BG:EE only)
200 Immunity: Necromancy (IWD:EE only)
201 Immunity: Evocation (BG:EE only)
201 Immunity: Alteration (IWD:EE only)
202 Immunity: Necromancy (BG:EE only)
203 Immunity: Alteration (BG:EE only)
Parameter #1: Creature ID
Parameter #2: Charm Type
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Item Type
Parameter #2: Irrelevant
Known values for 'Item Type' are:
0 Magical items excluding weapons
1 Magical items including weapons
Parameter #1: Number to Drain
Parameter #2: Irrelevant
Parameter #1: Undefined
Parameter #2: Undefined
Parameter #1: Undetermined
Parameter #2: Undetermined
Parameter #1: Irrelevant
Parameter #2: Constant Value
This effect causes the targeted creature(s) to attack the nearest creature. The affected creature becomes berserk and its AI scripts stop running. Grants a +2 bonus to hit and damage with all weapons. Unlike opcode #3, this one can affect enemies as well.
This effect sets stat #144 (BERSERKSTAGE2) to param #2. It also sets the STATE_BERSERK flag.
Parameter #1: Irrelevant
Parameter #2: Fist only
The specified effect will be applied to the target of each successful melee attack.
The resource key references a .EFF not a .SPL.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
The specified effect will be applied to the target of each successful ranged attack.
The resource key references a .EFF not a .SPL.
Parameter #1: Damage Modifier
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Note: The default Bard Song applies the following effects:
All effects are added to the entire party with timing 4096 (end at ticks) and duration (nGameTime + 100)
Display Special Effect Icon (0x8E)
param2 (Icon) = 40 Bard Song
Morale Modifier (0x17) - Sets the Morale stat of the targetted creature(s) to 10.
param1 (Ignored) = 10
param2 (Ignored) = 0
Cure Horror (0xA1)
param1 (Irrelevant) = 1
param2 (Irrelevant) = 0
Protection from Opcode (0x65)
param1 (Irrelevant) = 1
param2 (Opcode) = 24 (State: Horror)
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: String Reference
Parameter #2: Irrelevant
The String Reference parameter is a string reference to the dialog.tlk file that sets what the marker says when the marker is read. The Target of this effect should be set to Self to function correctly.
Parameter #1: String Reference
Parameter #2: Irrelevant
Parameter #1: Charges
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Maximum Level Usable
Parameter #2: Amount
The 'Maximum Level' field indicates the maximum spell level that can be used in the sequencer. The 'Amount' field indicates the number of spells that can be used in the sequencer.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
The resource key must be set to the filename of the spell which contains the Spell Sequencer Creation effect, which must be an innate ability.
The spell which contains the Spell Sequencer Creation effect can have a maximum filename of 7 characters.
The spell which contains the Spell Sequencer Activation effect must have the same filename, suffixed with the D character.
eg:
Spell Sequencer Creation filename = SPSS101
Spell Sequencer Activation filename = SPSS101D
Parameter #1: Amount
Parameter #2: Level
Parameter #1: Undefined
Parameter #2: Undefined
Research indicates effect would activate a spell sequencer at a point (rather than at a creature, as per effect 258), however the code for this effect is not fully contained in the executable file.
Parameter #1: Spell Level
Parameter #2: Spell Type
This effect will restore 1 spell to memory, at the level specified by the 'Spell Level' field, and of the type specified by the 'Spell Type' filed. If there is no free slot at the specified level, the effect restores a spell at the next lowest level possible.
Known values for 'Spell Type' are:
0 Wizard / Bard
1 Cleric / Druid
Parameter #1: Visual Range
Parameter #2: Type
This effect modifies the visual range of the targeted creature(s).
The Visual Range parameter seems to be in the 0-15 interval.
Known values for 'Type' are:
0 Cumulative Modifier -> Visual Range = Visual Range + 'Visual Range' value
1 Flat Value Modifier -> Visual Range = 'Visual Range' value
- Each unit of visible range equals 2ft: 32px(horizontal)/24px(vertical)
- Default Visual Range = 14
- Maximum visual range to reveal "Fog of War" = 23
Parameter #1: Statistic Modifier
Parameter #2: Type
Known values for 'Type' are:
0 Cumulative Modifier -> Backstab = Backstab + 'Statistic Modifier' value
1 Flat Value Modifier -> Backstab = 'Statistic Modifier' value
2 Percentage Modifier -> Backstab = (Backstab * 'Statistic Modifier' value) / 100
Parameter #1: Irrelevant
Parameter #2: Type
This effect causes the targeted creature(s) to drop a piece of equipment.
It won't affect items marked as 'critical'
Known values for 'Type' are:
0 Drop random equipment
1 Drop a quickslot item (won't drop the left-hand weapon).
Parameter #1: Value
Parameter #2: Type
Known values for 'Type' are:
0 Set Global (to 'Value')
1 Increment Global (by 'Value')
You can use the VVC field of external EFF files for an additional 8 characters of variable name.
You can use the 3rd resource field of EFF files for an additional 8 characters.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: String Reference
Parameter #2: Irrelevant
Cannot block string displays from any other mechanic.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
The targeted creature(s) will be able to explore like a PC does.
This effect sets stat #148 (EXPLORE) to 1.
Parameter #1: Strength
Parameter #2: Undetermined
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Frequency
Parameter #2: Type
Known values for 'Type' are:
0 Apply once per second
1 Crash
2 Apply 'Frequency' times per second
3 Apply once per 'Frequency' seconds
4 Apply Param 3 times per 'Frequency' rounds
5+ Crash
Parameter #1: Undetermined
Parameter #2: Undetermined
The custom 2DA file must be structured as CLEARAIR.2DA.
Parameter #1: Undetermined
Parameter #2: Undetermined
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 -> To-hit = To-hit + 'Statistic Modifier' value
1 Flat Value Modifier -> To-hit = 'Statistic Modifier' value
2 Percentage Modifier -> To-hit = (To-hit * 'Statistic Modifier' value) / 100
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
10 Bard Song Button (only in EEs)
11 Second Quick Item Button
12 Third Quick Item Button
13 Innate Ability Button
14 Find Traps Button
15 Inventory Button (only in EEs)
Parameter #1: Irrelevant
Parameter #2: Type
This effect causes other spells to be subject to wild magic throws.
Known values for 'Type' are:
1 Affect next spell cast
2 Affect all spells cast for effect duration
In particular, it doesn’t work for SPLs whose BIT14 (located at offset 0x18) is set to 1, subspells, as well as certain script actions – mostly the “instant-cast” ones.
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.
Known values for 'Type' are:
0 Cumulative Modifier -> Chance = Chance + 'Statistic Modifier' value
1 Flat Value Modifier -> Chance = 'Statistic Modifier' value
2 Percentage Modifier -> Chance = (Chance * 'Statistic Modifier' value) / 100
Parameter #1: Value
Parameter #2: Scripting State
- On non-EE games, this effect does not have proper bounds checking. It can therefore be used in unintended ways. For example scripting state 13 equals with the NO_CIRCLE attribute (stat=169), and scripting state 1139 ties to PICKPOCKET (stat=29).
- EEs have proper bounds checking for this opcode, can only modify stats #156 – #200, except #188 (SUMMON_DISABLE_ACTION), not all values are a straight "subtract 156 from their stat".
For best results, it should only be used for stats #156 – #165, as all others have dedicated opcodes and hardcoded effects.
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: 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
The effect modifies STAT #166.
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
The effect modifies STAT #167.
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
The effect modifies STAT #168.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
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
The effect modifies STAT #170.
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
The effect modifies STAT #171.
Parameter #1: String Reference
Parameter #2: Position
Known values for 'Position' are:
0 Records Screen information section
1 Various character screens (eg. Inventory and Records Screen)
The effect modifies stats 172 and 173.
Parameter #1: Irrelevant
Parameter #2: Constant Value
The effect modifies stat 174 to param2.
Parameter #1: Irrelevant
Parameter #2: Stat Value
The effect modifies STAT #175 to 'param2'.
Parameter #1: Irrelevant
Parameter #2: Stat Value
The effect modifies STAT #183 to 'param2'.
Parameter #1: Undefined
Parameter #2: Constant Value
Known values for 'Constant Value' are:
-1 - no existance sounds
0 - standard existance sound frequency
Other values - random existance sound frequency (the higher the rarer)
Parameter #1: Undefined
Parameter #2: Stat Value
The effect modifies STAT #186 to 'param2'.
'Timing Mode' should be set to 9 (Permanent after Death).
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Undefined
Parameter #2: Stat Value
The effect modifies STAT #187 to 'param2'.
Parameter #1: Irrelevant
Parameter #2: Constant Value
Parameter #1: Shield Amount
Parameter #2: Icon
Known values for 'Icon' are:
0 Normal Chaos Shield
1 Improved Chaos Shield
The effect modifies stat #189 (CHAOS_SHIELD).
Parameter #1: Unknown
Parameter #2: Stat Value
The effect modifies STAT #190 to 'param2'.
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Critical hits will occur on a roll (on a 1d20) greater or equal to:
20 - 'Statistic Modifier'
Parameter #1: Irrelevant
Parameter #2: Stat Value
The effect modifies STAT #191 (CANUSEANYITEM) to 'param2'.
Parameter #1: Irrelevant
Parameter #2: Stat Value
The effect modifies stat #192 (ASSASSINATE).
Parameter #1: Irrelevant
Parameter #2: Irrelevant
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: 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: Range
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Stat Value
The effect modifies stat 195 to the value of param type.
Parameter #1: Value
Parameter #2: Type
Known values for 'Type' are:
0 Set Local (to 'Value')
1 Increment Local (by 'Value')
You can use the VVC field of external EFF files for an additional 8 characters of variable name.
You can use the 3rd resource field of EFF files for an additional 8 characters.
Parameter #1: Irrelevant
Parameter #2: Stat Value
The effect modifies STAT #197 to 'param2'.
If you set it to 0, you will disable the effect (for its duration). For instance, a Time Stop spell that applies (to everyone) op#310 with ‘Stat Value’ = 0 for 18s would trap those such as Demogorgon in the time stop.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
SPWISHxx MinWis MaxWis
01 10 25
02 10 25
03 10 25
04 10 25
05 0 25
06 10 25
07 0 25
08 15 25
09 0 25
10 0 25
11 0 25
12 0 25
13 0 25
14 0 25
15 15 25
16 0 25
17 0 25
18 0 17
19 0 9
20 0 17
21 0 17
22 0 9
23 0 9
24 0 9
25 0 25
Parameter #1: Undefined
Parameter #2: Undefined
Parameter #1: Undetermined
Parameter #2: Undetermined
Parameter #1: Amount
Parameter #2: Irrelevant
This opcode maintains STAT #199 to the amount of skins left.
Parameter #1: Irrelevant
Parameter #2: Stat Value
The effect modifies STAT #201 to 'param2'.
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Parameter #1: Irrelevant
Parameter #2: Type
Known values for 'Type' are:
0 Normal Haste
1 Improved Haste
2 Weak Haste – Speed haste without attack bonuses
Parameter #1: Statistic Modifier
Parameter #2: Stat Opcode (low word) / Type (high word)
Known values for 'Type' are:
0 Cumulative Modifier -> Value = Value + 'Statistic Modifier' value
1 Flat Value Modifier -> Value = 'Statistic Modifier' value
2 Percentage Modifier -> Value = (Value * 'Statistic Modifier' value) / 100
3 Multiplicative Modifier -> Value = Value * 'Statistic Modifier' value
4 Divisive Modifier -> Value = Value / 'Statistic Modifier' value
5 Modulus Modifier -> Value = Value % 'Statistic Modifier' value
6 Logical AND Modifier -> Value = Value && 'Statistic Modifier' value
7 Logical OR Modifier -> Value = Value || 'Statistic Modifier' value
8 Bitwise AND Modifier -> Value = Value & 'Statistic Modifier' value
9 Bitwise OR Modifier -> Value = Value | 'Statistic Modifier' value
10 Inverse Modifier -> Value = !Value
You cannot set any stats with opcode < 387 with this effect. New stats 202-400 are reserved for new hard-coded stats.