====== Loggy's Afflictions and Healing reverse engineering notes ======= Looks like there is a defined (and unintuitive) order to healing afflictions. There's some other stuff that seems to prevent units being healed but I don't know what that is about. - Battle fright, 50% - Feeblemind, 25% - Dementia, 50% heal rate, only healed if unit is not feebleminded as well - Disease, 50% - Crippled, 25% - Blind, 25%, only if lost head not also suffered - One lost eye, 50%, only if lost head not also suffered - Weakness, 50% - Mute, 25%, only if unknown lost head not also suffered - Lost head, 20% - Lost weapon/bodypart (affliction 16), 25% - One lost arm, 25% - One lost eye, 50%, another chance - Chest wound, 50% - Limp, 50% - Never healing wound, 10% === Gaining Afflictions when Damaged === - Calculate (damage done*1000)/max(unit's max hp, unit's current hp after taking the damage). Call this Value 1 and keep it for later. - Calc value 2: Multiply value 1 by the value of unknown unit effect 0x12d (I have no idea what this does). Then divide this by 100. - Final affliction value: Add 1 and 2 together - If cursed, add 150 to this sum - If active regen percentage is greater than 5, the value instead becomes (value * 100)/(regen percentage * 20) - Get affliction resistance. If liquid body is active, add 1 to this. - If (100/(affliction res + 1)) < random 0-99, set the value to 5. - If the final value is 5 or less, set it to 5. - First random roll: if the final value is not greater than a random number 0-999, do nothing. Otherwise, you get some kind of affliction (of which there are two different applying functions I don't yet know the difference between) Practically, this means that regen reduces affliction chance to (500/regen %) percent. === God recall === (v5.53) God recall and a few other processes use a different procedure. - Soul slay is always removed - Battle fright is always removed - Feeblemind is always removed - Dementia has a 75% chance to be removed - Disease is always removed - 75% to downgrade cripple to limp - If cripple wasn't downgraded this time, 25% to cure limp - If you aren't blind or you're on a chassis with uncurable blind: 50% to cure a lost eye, so long as lost eye is also not uncurable - If you are blind and your chassis is not uncurable blind, 90% to heal blind - 50% to cure weakness - 75% to cure mute - 50% to cure chest wound - 75% to cure one lost arm, so long as lost arm isn't uncurable - 75% to cure lost weapon/bodypart - Lost head always removed - 10% to cure never healing wound - Any uncurable afflictions are forcefully readded at the end === Lost bodypart/weapon === ^ Candidate ^ Affliction Name ^ Effect ^ | ??Gorgon#138?? | Lost a few snakes | Converts Snake Hair#358 to #38, going from 5 attacks to 3 | | ??Kraken#438?? | Lost a tentacle | Loses one Tentacle#85 attack | | Removed unit #462 | Lost his stinger | Lose stinger#144 | | ??Abomination#521?? | Lost some tentacles | Seemingly removes weapon 63, which the abomination doesn't even have | | ??Phoenix#608?? | Beak chopped off | Replace beak with useless kick | | Treelords | Lost some good attacking branches | Lose one branch attack | | ??Void Lord?? | Lost his life draining tentacle | Loses life drain tentacle | | ??Scorpion King#655?? | Lost his pincers | Loses pincers | | Units whose first two weapons include Barbed Tail#68 | Tail chopped off | Lose barbed tail attack | | Units whose third weapon is sleep vines | Lost some sleep vines | Lose sleep vine attack |