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user:loggy:afflictions [2021/02/05 17:58] loggy |
user:loggy:afflictions [2023/04/21 14:00] (current) loggy 5.60 |
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- | ====== Afflictions and Healing ======= | + | ====== |
Looks like there is a defined (and unintuitive) order to healing afflictions. | Looks like there is a defined (and unintuitive) order to healing afflictions. | ||
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- Battle fright, 50% | - Battle fright, 50% | ||
- Feeblemind, 25% | - Feeblemind, 25% | ||
- | - Undocumented 137438953472, 50% heal rate, only healed if unit is not feebleminded as well | + | - Dementia, 50% heal rate, only healed if unit is not feebleminded as well |
- Disease, 50% | - Disease, 50% | ||
- Crippled, 25% | - Crippled, 25% | ||
- | - Blind, 25%, only if unknown affliction 2147483648 | + | - Blind, 25%, only if lost head not also suffered |
- | - One lost eye, 50%, only if affliction 2147483648 | + | - One lost eye, 50%, only if lost head not also suffered |
- Weakness, 50% | - Weakness, 50% | ||
- | - Mute, 25%, only if unknown | + | - Mute, 25%, only if unknown |
- | - Undocumented 2147483648, 20% | + | - Lost head, 20% |
- | - Undocumented | + | - Lost weapon/ |
- One lost arm, 25% | - One lost arm, 25% | ||
- One lost eye, 50%, another chance | - One lost eye, 50%, another chance | ||
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- Never healing wound, 10% | - Never healing wound, 10% | ||
- | 2147483648 is likely lost head | + | === Gaining Afflictions when Damaged === |
- | 137438953472 | + | - Calculate (damage done*1000)/ |
+ | - 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 | ||
+ | - Get affliction resistance. If liquid body is active, add 1 to this. | ||
+ | - If (100/ | ||
+ | - 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, | ||
+ | |||
+ | === 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/ | ||
+ | - Lost head always removed | ||
+ | - 10% to cure never healing wound | ||
+ | - Any uncurable afflictions are forcefully readded at the end | ||
+ | |||
+ | === Lost bodypart/ | ||
+ | |||
+ | |||
+ | ^ Candidate ^ Affliction Name ^ Effect ^ | ||
+ | | ?? | ||
+ | | ?? | ||
+ | | Removed unit #462 | Lost his stinger | Lose stinger#144 | | ||
+ | | ?? | ||
+ | | ?? | ||
+ | | 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 | |