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Funny values stored in 0x66 effect entries of CRE files

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This is all mostly out of curiosity:

Looking around in the embedded CRE files of characters I exported, I found out that weapon proficiencies as well as the custom AI script options (attack enemies on sight, prefer melee weapon, etc.) are stored as "effect" entries (last section of a CRE file). So even after stripping a character of all effects (from items etc.), these entries remain.

The AI script options are saved in effects with an effect code (opcode) of 0x66.

What drew my attention is that, even if I set all AI options the same between two characters, some of the values in the related 0x66 effect entries differ. This is question 1: why do they have different values when the AI script options are 100% the same / what do the values mean?

Question 2 is: in a character with which I'm at the end-game, I noticed an additional 0x66 effect entry which holds the string "OHSMLOC" in the 'Variable' field of the entry. (For AI script entries, this field holds strings like "BDAI_ATTACK_MODE", "BDAI_DISABLE_ATTACK", etc.) What's the meaning of this mysteries OHSMLOC entry that doesn't appear in a newly created character?

References:

CRE creature format (embedded in exportet .chr files):
http://gibberlings3.net/iesdp/file_formats/ie_formats/cre_v1.htm

EFF effect format (embedded at the end of the CRE format):
http://gibberlings3.net/iesdp/file_formats/ie_formats/eff_v2.htm

Effect codes AKA opcodes and their descriptions:
http://gibberlings3.net/iesdp/opcodes/bgee.htm
(Note: the page erroneously mixes up hex and dec in the code names, so the opcode 0x66 is listed as 0x187 in this page.)

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