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user:loggy:afflictions [2021/02/24 01:40]
loggy
user:loggy:afflictions [2023/04/21 14:00] (current)
loggy 5.60
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-====== Afflictions and Healing =======+====== Loggy'Afflictions and Healing reverse engineering notes =======
  
 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 not also suffered +  - Blind, 25%, only if lost head not also suffered 
-  - One lost eye, 50%, only if affliction 2147483648 not also suffered+  - One lost eye, 50%, only if lost head not also suffered
   - Weakness, 50%   - Weakness, 50%
-  - Mute, 25%, only if unknown affliction 2147483648 not also suffered +  - Mute, 25%, only if unknown lost head not also suffered 
-  - Undocumented 2147483648, 20% +  - Lost head, 20% 
-  - Undocumented 16, 25%+  - Lost weapon/bodypart (affliction 16), 25%
   - One lost arm, 25%   - One lost arm, 25%
   - One lost eye, 50%, another chance   - One lost eye, 50%, another chance
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   - Limp, 50%   - Limp, 50%
   - Never healing wound, 10%   - Never healing wound, 10%
- 
-2147483648 is likely lost head 
- 
-137438953472 is likely dementia 
  
 === Gaining Afflictions when Damaged === === Gaining Afflictions when Damaged ===
  
-  - Calculate (damage done*1000)/unit's max hp. Call this Value 1 and keep it for later. +  - 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 0x21d (I have no idea what this does). Then divide this by 100.+  - 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   - Final affliction value: Add 1 and 2 together
   - If cursed, add 150 to this sum   - If cursed, add 150 to this sum
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   - If the final value is 5 or less, set it 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)   - 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 |
user/loggy/afflictions.1614130805.txt.gz · Last modified: 2021/02/24 01:40 by loggy