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user:loggy:misc [2023/01/02 17:08] jonarbuckle Whitespace for easier readability! |
user:loggy:misc [2023/12/12 13:05] (current) loggy digging for the apostasy bug |
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<color # | <color # | ||
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- | * affliction 2^40 makes you take 1 AN internal damage. Being undead makes it go up to 2. If you are taking 1, it has a 20% chance to end | ||
* <color # | * <color # | ||
- | * web is str + DRN vs 22, win means you break free | + | |
+ | | ||
+ | * Affliction 2^50 (netted?) is str + DRN vs 20 | ||
+ | * False fetters is MR + DRN vs 20, win to escape | ||
+ | * Slime is 22 | ||
+ | * size/ | ||
+ | * <color # | ||
- | * <color #666666>Having | + | * CATEGORY Decompiler Nerd Things: |
+ | * Effect modifier 4611686018427387904 is 1/3 strength added | ||
+ | * Spec 0x100000000000000 or 72057594037927936 readds magic damage | ||
+ | * 0x4000000000000000 or 4611686018427387904 adds 1/3 strength | ||
+ | * 0x800000000 or 34359738368 is added to all effects with aoe > 0 | ||
+ | * 0x40000000 or 1073741824 is simply added to all spells | ||
+ | * 144115188075855872 makes projectiles stick to the ground rather than fly normally | ||
+ | * 0x400000000 or 17179869184 is weapon #range050 | ||
+ | * 0x8000000000000 or 2251799813685248 may be for flaming projectiles | ||
+ | * 141837069189120 is not construct immune, it actually prevents the user hitting themselves | ||
- | * Affliction 2^50 (netted?) is str + DRN vs 20 | ||
- | * False fetters is MR + DRN vs 20, win to escape | + | * CATEGORY Behavior Afflictions: |
+ | * Rage: 50% chance to attack a random adjacent square | ||
+ | * Dementia: 25% to make units do nothing for 3650 ticks | ||
+ | * Confusion: 30% to stand and do nothing, | ||
+ | * Stupid: 10% chance to do nothing (and wait for half a round), 10% to attack something adjacent at random. | ||
- | * Slime is 22 | ||
* Unknown affliction 2^38 is cleared every combat round and doesn' | * Unknown affliction 2^38 is cleared every combat round and doesn' | ||
+ | |||
+ | * affliction 2^40 makes you take 1 AN internal damage. Being undead makes it go up to 2. If you are taking 1, it has a 20% chance to end | ||
* <color # | * <color # | ||
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* <color # | * <color # | ||
- | * Manifestation checks at most 8 random commanders. It has a 50% chance to skip any that are not horror marked | + | * ??Manifestation# |
* <color # | * <color # | ||
- | |||
- | * size/ | ||
* Looming Hell has a 5% chance per candle in the affected unit's province to not use one of its 5 " | * Looming Hell has a 5% chance per candle in the affected unit's province to not use one of its 5 " | ||
- | |||
- | * Dementia is 25% to make units do nothing for 3650 ticks | ||
* Picus/ | * Picus/ | ||
+ | * ?? | ||
- | * Despite having the gender changing effect set at -1, the bear claw amulet | + | * Despite having the gender changing effect set at -1, the ??Bear Claw Talisman?? |
* The chance to spawn a guardian spirit in percent is (10 * holy level) + innate guardian spirit modifier + (1 * number of candles, negative if hostile). | * The chance to spawn a guardian spirit in percent is (10 * holy level) + innate guardian spirit modifier + (1 * number of candles, negative if hostile). | ||
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* Fatigue from flying is (flight distance * enc)/20, doubled in rain or snow (but only if you don't have storm immunity or storm power). Curse of stones is a flat 2d6 nonexploding every time you fly. Flight distance is simply dx + dy, capped to a maximum of 20 for this calculation. | * Fatigue from flying is (flight distance * enc)/20, doubled in rain or snow (but only if you don't have storm immunity or storm power). Curse of stones is a flat 2d6 nonexploding every time you fly. Flight distance is simply dx + dy, capped to a maximum of 20 for this calculation. | ||
- | * Blood vortex: remembers where you cast it. Makes 3 remote checks, the first of which will always be an adjacent province to where it was cast. Further checks are provinces picked at random, that have nonzero population and are not UW. (Population here refers to /10 from the displayed game values) | + | * ??Blood Vortex??: remembers where you cast it. Makes 3 remote checks, the first of which will always be an adjacent province to where it was cast. Further checks are provinces picked at random, that have nonzero population and are not UW. (Population here refers to /10 from the displayed game values) |
* Remote checks contribute (pop/20) + d50+, capped to the province' | * Remote checks contribute (pop/20) + d50+, capped to the province' | ||
* Local province: pop/10 + d100+, capped to pop. Population is drained, but scales have no impact. | * Local province: pop/10 + d100+, capped to pop. Population is drained, but scales have no impact. | ||
* Final slave total = (local contribution + remote contribution + d10 nonexploding - 1)/9 | * Final slave total = (local contribution + remote contribution + d10 nonexploding - 1)/9 | ||
- | * Fires from afar hit rate is 20% or (number of units in province*25)/ | + | * ??Fires from Afar?? |
- | + | ||
- | * Effect modifier 4611686018427387904 is 1/3 strength added | + | |
* <color # | * <color # | ||
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* AoE spread: get anything adjacent (including diagonal) to the last square hit. If you already hit the square, get another one adjacent to the square you just checked and try again. Upon finding an empty square, hit that, and then start again at the origin. Repeat until the desired number of squares are hit. | * AoE spread: get anything adjacent (including diagonal) to the last square hit. If you already hit the square, get another one adjacent to the square you just checked and try again. Upon finding an empty square, hit that, and then start again at the origin. Repeat until the desired number of squares are hit. | ||
- | * GfH deviates at most 1 square in any direction, including diagonals. (This is due to spell attrib 579 and is done once for each point of the attrib) | + | * ??Gifts from Heaven?? |
- | + | ||
- | * Stupid is 10% chance to do nothing (and wait for half a round), 10% to attack something adjacent at random. | + | |
- | + | ||
- | * Rage: 50% chance to attack a random adjacent square | + | |
- | + | ||
- | * Confusion: 30% to stand and do nothing, 20% to attack a random adjacent square | + | |
* Blood slave usage range looks to be 8 squares along either axis so the total usage area is square and not circular | * Blood slave usage range looks to be 8 squares along either axis so the total usage area is square and not circular | ||
- | * Transformation' | + | * ??Transformation??'s yellow text is nearly right. The checks really are 20% + misfortune scale to fail. Succeeding the first gives a good result. Upon failing the first check there is then a second identical check, succeeding this gives you a bad result (and feebleminds you if the new form is not mindless). Failing both checks kills you. |
+ | * A bad result that is mindless lowers your paths to F4A4W4E4S3D4N3B4 if any of them were higher than that | ||
+ | * Even when you fail both and die, you still get transformed into something, which feebleminds you or applies the path limiting above anyway. | ||
+ | * %%The chance of getting a pathboost in percent is (can't push you above X10) is ((10 - drain scale) * attuned percentage * 10)/100. Magic scales count for negative drain. Attuned values are a chassis attribute, for instance cave drakes have 50% earth attuned.%% | ||
* Spell interruption chance in percent is interruptdamage + 25 + (damage*100)/ | * Spell interruption chance in percent is interruptdamage + 25 + (damage*100)/ | ||
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* If the unit died, it adds one to the province' | * If the unit died, it adds one to the province' | ||
* If the unit was not undead and not inanimate, and haunted forest is active, and the battle is taking place in the relevant dominion, you get a manikin for someone (probably the enchantment owner) | * If the unit was not undead and not inanimate, and haunted forest is active, and the battle is taking place in the relevant dominion, you get a manikin for someone (probably the enchantment owner) | ||
- | |||
- | * Spec 0x100000000000000 or 72057594037927936 readds magic damage | ||
- | |||
- | * 0x4000000000000000 or 4611686018427387904 adds 1/3 strength | ||
- | |||
- | * 0x800000000 or 34359738368 is added to all effects with aoe > 0 | ||
- | |||
- | * 0x40000000 or 1073741824 is simply added to all spells | ||
- | |||
- | * 144115188075855872 makes projectiles stick to the ground rather than fly normally | ||
- | |||
- | * 0x400000000 or 17179869184 is weapon #range050 | ||
- | |||
- | * 0x8000000000000 or 2251799813685248 may be for flaming projectiles | ||
- | |||
- | * 141837069189120 is not construct immune, it actually prevents the user hitting themselves (but doesn' | ||
* Communion fatigue calc | * Communion fatigue calc | ||
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* Tartarians are 50% to feeblemind, 20% to be a commander. Then, 50% to add extra afflictions (equal odds of major and minor). Continue rolling 50%s until an affliction was not added. | * Tartarians are 50% to feeblemind, 20% to be a commander. Then, 50% to add extra afflictions (equal odds of major and minor). Continue rolling 50%s until an affliction was not added. | ||
- | * Imprint | + | * ??Imprint |
* Fails if targeted province has no population | * Fails if targeted province has no population | ||
* Final damage is (spell damage) or (province pop/10 * 5), whichever is less | * Final damage is (spell damage) or (province pop/10 * 5), whichever is less | ||
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* Poison fatigue damage on size 3+ is reduced to (dmg*2)/ | * Poison fatigue damage on size 3+ is reduced to (dmg*2)/ | ||
- | * Life after death fails on Undead, immortals, demons, inanimate beings, creatures that are inherently ethereal, pretenders, most kinds of animals (unknown checks) | + | * ??Life after Death?? |
* Sea fathers turn into soulless# | * Sea fathers turn into soulless# | ||
* Cyclops#156 turn into tartarian cyclops (!) | * Cyclops#156 turn into tartarian cyclops (!) | ||
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* otherwise, 915 | * otherwise, 915 | ||
- | * Crossbreeding: | + | * ??Cross Breeding??: |
* You get (nreff + crossbreeding bonus) creatures. | * You get (nreff + crossbreeding bonus) creatures. | ||
* Quality is (Luck * 5) + 17 + crossbreeding bonus. | * Quality is (Luck * 5) + 17 + crossbreeding bonus. | ||
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* First roll for normal heroes, if that misses you roll for multihero; if a normal hero is blocked by minimum arrival turn the roll is ignored as if it never succeeded | * First roll for normal heroes, if that misses you roll for multihero; if a normal hero is blocked by minimum arrival turn the roll is ignored as if it never succeeded | ||
- | * Strands of arcane power: | + | * ??Strands of Arcane Power??: |
* First, the site searching. | * First, the site searching. | ||
* Check each province that you own and has friendly dominion. | * Check each province that you own and has friendly dominion. | ||
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* If the global caster got feebleminded, | * If the global caster got feebleminded, | ||
- | * It looks like ravenous swarm will attack every 5120 ticks. It first aims for undead, then accept any target. Its damage is AN, ignores shields, nonmagical, and has no source for the sake of damage reversal. | + | * It looks like ??The Ravenous Swarm?? |
* Special AoE values: | * Special AoE values: | ||
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* Upkeep and desertion: | * Upkeep and desertion: | ||
- | * Calc your upkeep for everything (units banished to other planes don't count). If your final gold total is negative and your upkeep was nonzero, it's desertion time. | + | * Calc your upkeep for everything (units banished to other planes don't count). If your final gold total is negative and your upkeep was nonzero, it's desertion time. The "gold per year" displayed under the morale section on a unit card is actually (actual upkeep per turn*12 + 7)/15 rounded down |
* Calculate (negative gold total * -25) / (total upkeep). This is the desertion chance in % | * Calculate (negative gold total * -25) / (total upkeep). This is the desertion chance in % | ||
* If that was was 11+, set it to 10. | * If that was was 11+, set it to 10. | ||
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* If anyone was hurt due to already having disease, or someone started starving (and the above messages didn't trigger), "There is a lack of supplies in %s. Diseases are afflicting the troops." | * If anyone was hurt due to already having disease, or someone started starving (and the above messages didn't trigger), "There is a lack of supplies in %s. Diseases are afflicting the troops." | ||
* Otherwise, no message | * Otherwise, no message | ||
- | |||
- | * Beckoning targeting: goes for the main province owner. If that is the same as the caster' | ||
* Precision: | * Precision: | ||
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* Pebbleskin suit is 2% per turn to transform you, but not if you're inanimate | * Pebbleskin suit is 2% per turn to transform you, but not if you're inanimate | ||
- | * Vengeful | + | * ??Vengeful |
* UW always gets 409 = size 5 water | * UW always gets 409 = size 5 water | ||
* Cold 2 gets 833 = size 4 ice | * Cold 2 gets 833 = size 4 ice | ||
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* Otherwise, 411 = size 3 water | * Otherwise, 411 = size 3 water | ||
- | * Targeting for ffts/murdering winter: | + | * Targeting for ??Flames from the Sky??/??Murdering Winter??: |
* Total up the number of nonsneaking commanders of all nations in the target province, except those that are on the same team as the caster | * Total up the number of nonsneaking commanders of all nations in the target province, except those that are on the same team as the caster | ||
* Each nation rolls (closed d100 + 49) * number of commanders, the highest value " | * Each nation rolls (closed d100 + 49) * number of commanders, the highest value " | ||
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* Turmoil summon is an exploding d%%((turmoil * 3) + 5)%% every turn | * Turmoil summon is an exploding d%%((turmoil * 3) + 5)%% every turn | ||
- | * Enchanted | + | * ??Enchanted |
- | * Ghost ship armada: | + | * ??Ghost Ship Armada??: |
* For each unlocked armada... | * For each unlocked armada... | ||
* Pick a random province. | * Pick a random province. | ||
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* Global enchantment dispelling/ | * Global enchantment dispelling/ | ||
- | * Wild Hunt - all attackers belong to the casting nation and the casting nation sees all reports | + | * ??Wild Hunt?? - all attackers belong to the casting nation and the casting nation sees all reports |
* Start with 10 attempts remaining | * Start with 10 attempts remaining | ||
* If attempts remaining & 1 == 0, look at province ID 1. Otherwise, look at a random province ID | * If attempts remaining & 1 == 0, look at province ID 1. Otherwise, look at a random province ID | ||
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* If these lesser attacks fail, nothing happens to the global enchantment. | * If these lesser attacks fail, nothing happens to the global enchantment. | ||
- | * Illwinter attacks: | + | * ??Illwinter?? attacks: |
* 2 spawn chances. Pick a random province, it fails if provinces is UW, not cold, or owned by the caster or his team. Equal chances for: | * 2 spawn chances. Pick a random province, it fails if provinces is UW, not cold, or owned by the caster or his team. Equal chances for: | ||
* Niefel Giant commander with closed d4 - 1 Niefel Giant troops | * Niefel Giant commander with closed d4 - 1 Niefel Giant troops | ||
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* Jotun Wolf commander with open ended 2d6 Dire Wolf troops | * Jotun Wolf commander with open ended 2d6 Dire Wolf troops | ||
- | * Infernal | + | * ??Infernal |
* Roll closed 2d6, add the game era [a range 1-3] and subtract 1. Going to call this the era value for now | * Roll closed 2d6, add the game era [a range 1-3] and subtract 1. Going to call this the era value for now | ||
* Roll open 1d4, subtract 2, add the number of effects, and half your adept crossbreeder value rounded down. This value can't be lower than 1. This turns out to be the number of units made | * Roll open 1d4, subtract 2, add the number of effects, and half your adept crossbreeder value rounded down. This value can't be lower than 1. This turns out to be the number of units made | ||
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* 114 treelord | * 114 treelord | ||
- | * Vafur flames | + | * ??Vafur Flames?? |
- | * Hidden in Snow: | + | * ??Hidden in Snow??: |
* Always 1 unfrozen lord | * Always 1 unfrozen lord | ||
* You get (8 - drain) + turmoil + closed d8 unfrozen warriors | * You get (8 - drain) + turmoil + closed d8 unfrozen warriors | ||
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* There is a second, independent (3*misfortune + 25)% chance to get a mage | * There is a second, independent (3*misfortune + 25)% chance to get a mage | ||
- | * Hidden in Sand/ | + | * ??Hidden in Sand??/?? |
* Always 1 leader | * Always 1 leader | ||
* %%((8 - drain) - turmoil) + closed d8 good troops%% | * %%((8 - drain) - turmoil) + closed d8 good troops%% | ||
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* Forest | * Forest | ||
- | * Ritual of rebirth: | + | * ??Ritual of Rebirth??: |
* Get first valid hero in HoF that is dead and owned by the caster' | * Get first valid hero in HoF that is dead and owned by the caster' | ||
* Get resource size, if set. Otherwise, use " | * Get resource size, if set. Otherwise, use " | ||
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* Prophet status is removed if you made another prophet, but not H3. | * Prophet status is removed if you made another prophet, but not H3. | ||
- | * Beckoning: | + | * ??Beckoning??: |
* Final nreff = min(spell nreff, the number of units in the province belonging to the fort owner) | * Final nreff = min(spell nreff, the number of units in the province belonging to the fort owner) | ||
* Forest survival does provide immunity | * Forest survival does provide immunity | ||
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* If they fail that, they suffer the damage/spec of the spell as effect 2 (so for vanilla it's 999 damage, MRN, uses caster' | * If they fail that, they suffer the damage/spec of the spell as effect 2 (so for vanilla it's 999 damage, MRN, uses caster' | ||
- | * Stygian Paths | + | * ?? |
+ | |||
+ | * ??Stygian Paths?? | ||
* Stygian Guide value = the highest value of stygian guide of the commander and all troops under their leadership | * Stygian Guide value = the highest value of stygian guide of the commander and all troops under their leadership | ||
* All units take 1 AN magic damage | * All units take 1 AN magic damage | ||
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* If any given unit is stealthy, it has a (stealthy)% chance to avoid the MR or die effect, to a maximum of 90% evasion at 90+ stealth. | * If any given unit is stealthy, it has a (stealthy)% chance to avoid the MR or die effect, to a maximum of 90% evasion at 90+ stealth. | ||
- | * Twiceborn shape logic | + | * ??Twiceborn?? shape logic |
* Units with base twiceborn shapes defined use that | * Units with base twiceborn shapes defined use that | ||
* If you have a # | * If you have a # | ||
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* Commanders just get one swing on a d1000-1 | * Commanders just get one swing on a d1000-1 | ||
- | * Magic duel baiting: | + | * ??Magic Duel?? |
* Spellcasting AI scans squares in lines going down the length of the battlefield. It starts at the top left corner, goes all the way right, then moves down a line, and repeats. | * Spellcasting AI scans squares in lines going down the length of the battlefield. It starts at the top left corner, goes all the way right, then moves down a line, and repeats. | ||
* This is relevant because in the case of a TIED score, the first square checked is always retained, making magic duel somewhat biased towards things on rows closer to the top of the battlefield (and to a lesser extent, things on the left of these rows). | * This is relevant because in the case of a TIED score, the first square checked is always retained, making magic duel somewhat biased towards things on rows closer to the top of the battlefield (and to a lesser extent, things on the left of these rows). | ||
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* Pretenders at game creation are given consecutive unit IDs. These go in ascending order of nation IDs in the game. They are not the first things to be created though, so for the purposes of innate spellcasting offsets, a clean multiple of 188 might happen to fall in the middle of this process. It still very very heavily biases two innate pretenders' | * Pretenders at game creation are given consecutive unit IDs. These go in ascending order of nation IDs in the game. They are not the first things to be created though, so for the purposes of innate spellcasting offsets, a clean multiple of 188 might happen to fall in the middle of this process. It still very very heavily biases two innate pretenders' | ||
- | FIXME Things | + | Undocumented hotkeys |
+ | |||
+ | * Many many not-really useful things, like " | ||
+ | * $ with -d or higher on the strategic map desplays your " | ||
+ | * C on the " | ||
+ | * F9 on strategic map displays thrones | ||
+ | * T on player setup tries to force teams of 4, with nations assigned by internal ID | ||
+ | * d on send messages retracts all messages | ||
+ | * i on the army setup screen will invert the selection of units in the selected squad | ||
+ | * ctrl-p on army setup writes something to the blind log | ||
+ | * r, s, m, l on the map selection screen for a new game do something. I'm not certain what, might be selecting random map sizes | ||
+ | |||
+ | Armor defeating (" | ||
+ | |||
+ | * Looks a bit different to the dom4 stuff. | ||
+ | * Applies only if: | ||
+ | * Trying to do more than -900 damage (this likely has some internal significance) | ||
+ | * The attack is not AN | ||
+ | * One of the following: | ||
+ | * Final prot DRN is 0-2 inclusive | ||
+ | * Final prot DRN is 0-3 inclusive AND the victim' | ||
+ | * Final prot DRN is 0-4 inclusive AND the victim is immobilised, | ||
+ | * The result is the victim' | ||
+ | |||
+ | Graphs. I am not too confident on these... | ||
+ | |||
+ | * Army size graph looks to plot (total size of all units you own)/4 to a max of 65000. This counts base unit type size, so enlarge/ | ||
+ | * Dominion graph looks to plot (total of all candles, +10 for each province | ||
+ | |||
+ | Melee weapons and items: | ||
+ | * the first weapon is skipped if you have 2+ shields from items and the weapon is nonintrinsic | ||
+ | * the second weapon is skipped if you have any shields from items and the weapon is nonintrinsic | ||
+ | * the third weapon is skipped if you have 3+ shields from items and the weapon is nonintrinsic | ||
+ | * the fourth weapon is skipped if you have 4+ shields from items the weapon is nonintrinsic | ||
+ | * This looks backwards, but if you swapped 1st and 2nd consider that any human with a sword and shield would lose their shield if given a magic shield, it's weird but is what it is | ||
+ | * Weapon attribute 657 seems to be "needs accessible horns to use" and weapons with this are removed if a crown is equipped | ||
+ | |||
+ | It looks like moving off the field simulates 100 rounds of affliction and regen processing, this specifically includes poison, decay, That Mystery Affliction that Does More To Undead, uwdamage, landdamage, burning, bleeding, freezing, desiccation, | ||
+ | |||
+ | Assassinations: | ||
+ | * This function processes all commanders in ascending commander ID order. | ||
+ | * Infiltration for graphs: is just 50% to succeed | ||
+ | * Cause unrest: creates openended d20 unrest | ||
+ | * Seduction: two map commander orders (72, seduction; 58: corruptor) do this. | ||
+ | * Get a commander to target. This looks properly randomised (builds a list on the stack and then picks one randomly). This respects Scale Walls. Sneaking commanders are not valid targets, as many players probably know from experience. | ||
+ | * If dream seduction, penbase = 13 + (pen bonus from items, bless etc), moralebase = <value of dream seduction> | ||
+ | * If nondream seduction (overwrites dream if you give a unit both), penbase = 99, moralebase = <value of seduction ability> | ||
+ | * If the unit is female (including via cat charm): | ||
+ | * Add the amount of the gender changing effect to the morale base | ||
+ | * If action is corrupt: penbase=99, moralebase=< | ||
+ | * Make 1000 attempts to pick an adjacent province you can retreat to. I could look into this in more detail if required. | ||
+ | * If no province found, you get "With nowhere to run with the victim afterwards, %s aborted the seduction attempt." | ||
+ | * The MR check is always rolled, even for corruption and non-dream seduction (though with a base pen of 99 they probably can't really ever fail). Specifically, | ||
+ | * If you have nowhere to walk to, but can fly and your size is less than your target' | ||
+ | * If the seducer and victim are the same gender, you head towards a fail state that presumably corruption will undo later (result=-1, result2=1) | ||
+ | * If the victim is something that can't be converted (ie is a god or prophet), result1=-1, result2=0 | ||
+ | * If the victim is immobile result=-3, result2=0 | ||
+ | * Otherwise you pass (result=1, result2=0) | ||
+ | * Roll the morale check: if moralebase + DRN > victim' | ||
+ | * Otherwise, result1 becomes -1 if any of the following are true: this is corruption (not seduction), or the seducer' | ||
+ | * If result1 == 1: The seduction succeeded: "%s disappeared one night and was never seen again." | ||
+ | * If result1 == 0: The (dream) seduction failed. "%s tried to project %s wonderful dreams at %s, but the target resisted and no real seduction could be done." The victim' | ||
+ | * If result1 == -2: "%s tried to seduce %s, but %s could not shy away from %s duties. However %s did not want %s to get caught and did not give %s away." | ||
+ | * If result1 == -3: You failed due to " | ||
+ | * If result1 is anything else, and result2==0, and the victim has less than 20 morale: "%s failed to %s %s and a battle ensued." | ||
+ | * Any other case: "%s failed to %s %s and a battle ensued. In fact %s wasn't even remotely interested in the offer." | ||
+ | * Order 61 (I think this is " | ||
+ | * Pick a commander to assassinate. | ||
+ | * This also requires mixed genders. | ||
+ | * MR: attempt fails if 16 + DRN < victim MR + DRN | ||
+ | * Morale: attempt fails if <lure ability value> + DRN < victim morale + DRN | ||
+ | * Also fails if victim is prophet or god | ||
+ | * If you succeeded this far: | ||
+ | * If this attempt is using Jorogumo' | ||
+ | * If victim' | ||
+ | * If the victim does not die when taken underwater, you end up fighting later. | ||
+ | * All fights take place underwater (add terrain mask 4) but seemingly without setting the assassination flag and the 50% chance of darkness. **This looks like it includes the Jorogumo fight if you pass the strength check, which is probably a bug** | ||
+ | * Much like seduction, there' | ||
+ | * MR/Morale checks passed: | ||
+ | * Jorogumo type: | ||
+ | * "%s encountered an alluring woman that tried to seduce %s. But %s did not leave %s post." - Victim gets this | ||
+ | * "%s failed to lure %s into her trap." - user gets this if victim has <20 morale | ||
+ | * "%s failed to lure an enemy called %s into her trap. In fact %s wasn't attracted at all to this most beautiful song." - victim has 20+ morale | ||
+ | * Normal type: | ||
+ | * "%s managed to resist a magically alluring song that was heard from the water." | ||
+ | * "%s failed to lure %s into the sea." | ||
+ | * Complete Success: | ||
+ | * Jorogumo type: | ||
+ | * "%s successfully lured %s into the her webs and dragged him into the water where he drowned." | ||
+ | * The victim can get two messages, with a coin flip between them: "%s disappeared one night and was never seen again. This night some people say they saw a glimpse of an extraordinarily beautiful woman." | ||
+ | * Normal lure: | ||
+ | * "%s successfully lured %s into the sea where he drowned." | ||
+ | * Victim can have two messages: | ||
+ | * 75%: "%s disappeared one night and was never seen again. This night some people heard the most beautiful song." | ||
+ | * 25%: "%s disappeared one night and was never seen again." | ||
+ | * Other failures: | ||
+ | * Jorogumo type: | ||
+ | * "%s disappeared one night when he followed an enticing young woman. He suddenly found himself trapped in spider webs, but no web is strong enough to hold %s for long. After breaking free he attacked the woman that lured him into this trap." - Victim, passed strength check | ||
+ | * "%s successfully lured an enemy commander called %s into her web. Unfortunately he broke free from the web and a battle ensued." | ||
+ | * "%s successfully lured an enemy commander called %s into her web. All seemed well as she dragged the helpless victim into the nearby pool of water. Unfortunately the victim later emerged unharmed from the water and attacked her." - User, victim does not die underwater | ||
+ | * "%s disappeared one night when he followed an enticing young woman. He suddenly found himself trapped in spider webs and dragged into a pool of water. Unable to drown, %s could free himself as the web started to dissolve. After breaking free he emerged from the water and attacked the woman that lured him into this trap." - Victim, if does not die underwater | ||
+ | * Regular lure: | ||
+ | * "%s successfully lured an enemy commander called %s into the sea. Unfortunately he didn't drown and a battle ensued." | ||
+ | * "%s disappeared one night and entered the sea. This night some people heard the most beautiful song. %s was disappointed to find a fish being instead of the beautiful female he had envisioned. He attacked her in rage and disappointment." | ||
+ | * Regular assassination: | ||
+ | * Seduction/ | ||
+ | * Looks like Jorogumo' | ||
+ | |||
+ | * A side's " | ||
+ | |||
+ | | ||
+ | | ||
+ | | ||
+ | | ||
+ | | ||
+ | * This is really confusing, but it's maybe the basis of the one commander and their retinue line? | ||
+ | * 1x 10hp guy, 100hp of retinue | ||
+ | * real=110 | ||
+ | * tempflag1 = 100 | ||
+ | * permanent = 10 | ||
+ | * The conditionis true, so tempflag1=10 | ||
+ | * actual total = 20 | ||
+ | * pd (temp flag=3) contribute hp/4 rounded up | ||
+ | * slaves contribute hp/2 rounded up | ||
+ | |||
+ | Blastsquare (and the apostasy bug) | ||
+ | * A = size points in square + open 2d6 | ||
+ | * A gets 999 added if battle enchant/ | ||
+ | * If spell doesn' | ||
+ | * %%B = (2 - victim fatigue/20 rounded down) + open 2d6%% | ||
+ | * Get your shield defence/ | ||
+ | * If spec has either "flail spec" 4 or AN 128, shield defence/ | ||
+ | * Calc effective shield prot: fetch the value, if spec has AP, halve it, if spell is AN or ignores shields then this is zero. | ||
+ | * If spec has neither flail spec 4 or AN 128, and the victim is standing on a fort wall | ||
+ | * If shield defence/ | ||
+ | * If shield prot was less than 30, set it to 30. Then, if the effect was AP, half it. (this seemingly introduces an order of operations bug - if you have a prot 36 shield vs AP, you'll use the wall bonus instead despite it being worse) | ||
+ | * If you have air shield, there' | ||
+ | * If A < B, the victim avoids all damage. | ||
+ | * If A < (B + the shield' | ||
FIXME look at what sets the assassination flag, very likely there is a bug in the spells that don't use it (which will cause casting AI to not have the reduced buff preference) | FIXME look at what sets the assassination flag, very likely there is a bug in the spells that don't use it (which will cause casting AI to not have the reduced buff preference) |