user:loggy:afflictions
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 | Lost a few snakes | Converts Snake Hair#358 to #38, going from 5 attacks to 3 |
| Kraken | Lost a tentacle | Loses one Tentacle#85 attack |
| Removed unit #462 | Lost his stinger | Lose stinger#144 |
| Abomination | Lost some tentacles | Seemingly removes weapon 63, which the abomination doesn't even have |
| Phoenix | 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 | 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 |
user/loggy/afflictions.txt · Last modified: by loggy
