BG(2)EE Identifiers
This file enumerates the stats that can be checked for creatures using the following triggers:
For use with the ChangeStat() action.
The creature's Current Hit Points. Note that it can only be checked in SPLPROT.2DA as 'STAT' 0. As a result, you can use it in opcodes #318, #324, #326 but not in scripts/dialogs.
The creature's Maximum Hit Points.
Set by opcode #0
Set by opcode #0
Set by opcode #0
Set by opcode #0
Set by opcode #0
Set by opcode #129 and opcode #130
Set by opcode #1
Set by opcode #33
Set by opcode #34
Set by opcode #35
Set by opcode #36
Set by opcode #37
Set by opcode #30
Set by opcode #28
Set by opcode #29
Set by opcode #27
Set by opcode #166
Set by opcode #84
Set by opcode #85
Set by opcode #86
Set by opcode #87
Set by opcode #88
Set by opcode #89
Set by opcode #21
Set by opcode #93
Set by opcode #94
Set by opcode #95
Set by opcode #96
Set by opcode #44
Set by opcode #97
Set by opcode #19
Set by opcode #49
Set by opcode #15
Set by opcode #10
Set by opcode #6
Set by opcode #104
Set by opcode #105
- This stat is the lower bound for avoiding a morale failure.
- If
Morale
is lower than this value, morale failure occurs, ifMorale
is higher, any morale failure is removed. - A value of
0
is effectively immune to morale failure though. - No creature has a
Morale break
value higher than10
as they would always be in morale failure.
Note:
Morale
also fails ifMorale break = current Morale value
, so20 Morale
will fail ifMorale break
is also20
.- Except if
Morale break
is0
, which cannot fail.
- Except if
Morale recovery
is the period of time (should be seconds) it takes to recover some amount ofMorale
naturally (towards a value of10
, from a higher or lower value).- It's unknown what's going on internally though, as it's not consistent, and even the details given by
CTRL+M
don't updateMorale
in real-time.
Set by opcode #108
Set by opcode #129 and opcode #130
Set by opcode #60
Set by opcode #60
Set by opcode #99
Set by opcode #99
Set by opcode #323
Set by opcode #263
Set by opcode #135
Set by opcode #66
Set by opcode #114
Set by opcode #154
Set by opcode #153
Set by opcode #155
Set by opcode #156
Set by opcode #158
Set by opcode #157
Set by opcode #165
Set by opcode #31
Set by opcode #173
Set by opcode #188
Set by opcode #189
Set by opcode #190
Set by opcode #191
Set by opcode #191
Set by opcode #193
Set by opcode #194
Set by opcode #208
Set by opcode #218
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #233
Set by opcode #237
Set by opcode #237
Set by opcode #237
Set by opcode #237
Set by opcode #245
Set by opcode #246
Set by opcode #247
Set by opcode #250
Set by opcode #301
-
The current visual range of the creature (i.e. the field of vision which clears the fog of war) and the script activation radius (how far away the creature be 'seen' by the AI). The default value is
14
.- Visual range is is limited
0–15
, script activation range is limited0–24
.
- Visual range is is limited
- The Blindness effect sets this value to
2
. - Modified by opcode #262.
Set by opcode #268
Set by opcode #5
Set by opcode #280
Set by opcode #16
Set by opcode #282
Set by opcode #282
Set by opcode #282
Set by opcode #282
Set by opcode #282
Set by opcode #282
Set by opcode #282
Set by opcode #282
Set by opcode #282
Set by opcode #282
Set by opcode #282
Set by opcode #282
Set by opcode #282
Set by opcode #282
Set by opcode #282
Set by opcode #282
Set by opcode #284
Set by opcode #285
Set by opcode #286
Set by opcode #287
Set by opcode #288
Set by opcode #289
Set by opcode #290
Set by opcode #290
Set by opcode #291
Set by opcode #292. Note: although Barbarians are immune to backstab, they do not have this stat set. Their immunity to backstabs is hardcoded in their KitID
Set by opcode #90
Set by opcode #59
Set by opcode #91
Set by opcode #92
Set by opcode #275
Set by opcode #276
Set by opcode #277
Set by opcode #293
Set by opcode #294
Set by opcode #16
Set by opcode #295
Set by opcode #297
Set by opcode #299
Set by opcode #300
Set by opcode #302
Set by opcode #303
Set by opcode #71
Set by opcode #60
Set by opcode #308
Set by opcode #60
Set by opcode #310
Set by opcode #312
Set by opcode #314 – It can also be set by opcode #282 though is not officially supported, setting it this way provides all the benefits of stoneskin, but it does not decrement, nor does it provide the "stone" overlay color.
Set by opcode #216
Set by opcode #315
Set by opcode #367