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user:loggy:afflictions

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Afflictions and Healing

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.

  1. Battle fright, 50%
  2. Feeblemind, 25%
  3. Undocumented 137438953472, 50% heal rate, only healed if unit is not feebleminded as well
  4. Disease, 50%
  5. Crippled, 25%
  6. Blind, 25%, only if unknown affliction 2147483648 not also suffered
  7. One lost eye, 50%, only if affliction 2147483648 not also suffered
  8. Weakness, 50%
  9. Mute, 25%, only if unknown affliction 2147483648 not also suffered
  10. Undocumented 2147483648, 20%
  11. Undocumented 16, 25%
  12. One lost arm, 25%
  13. One lost eye, 50%, another chance
  14. Chest wound, 50%
  15. Limp, 50%
  16. Never healing wound, 10%

2147483648 is likely lost head

137438953472 is likely dementia

Gaining Afflictions when Damaged

  1. Calculate (damage done*1000)/unit's max hp. Call this Value 1 and keep it for later.
  2. 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.
  3. Final affliction value: Add 1 and 2 together
  4. If cursed, add 150 to this sum
  5. If active regen percentage is greater than 5, the value instead becomes (value * 100)/(regen percentage * 20)
  6. Get affliction resistance. If liquid body is active, add 1 to this.
  7. If (100/(affliction res + 1)) < random 0-99, set the value to 5.
  8. If the final value is 5 or less, set it to 5.
  9. 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.

user/loggy/afflictions.1614132877.txt.gz · Last modified: 2021/02/24 02:14 by loggy