stats.ids

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 #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, if Morale 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 than 10 as they would always be in morale failure.
Note:

  • Morale recovery is the period of time (should be seconds) it takes to recover some amount of Morale naturally (towards a value of 10, 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 update Morale in real-time.

Set by opcode #108



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 limited 0–24.
  • 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 #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