User Tools

Site Tools


user:loggy:afflictions

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
user:loggy:afflictions [2021/03/18 15:39]
loggy
user:loggy:afflictions [2023/04/21 14:00] (current)
loggy 5.60
Line 1: Line 1:
-====== 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.
Line 25: Line 25:
 === 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 0x12d (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
Line 37: Line 37:
 Practically, this means that regen reduces affliction chance to (500/regen %) percent. 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.1616081961.txt.gz ยท Last modified: 2021/03/18 15:39 by loggy