BG1 Opcodes


#0 (0x0) Stat: AC vs. Damage Type Modifier Variants: IWD2
Parameter #1: AC Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the AC Modifier field to the category specified by the Type field.

Known values for Type are:
  • 0 ⟶ All
  • 1 ⟶ Crushing
  • 2 ⟶ Missile
  • 4 ⟶ Piercing
  • 8 ⟶ Slashing
  • 16 ⟶ Base AC setting
    • Sets the targets AC to the value specified by the AC Modifier field. If the targets AC is already AC Modifier or below, this effect will do nothing.

Each modifier type to AC from this opcode is capped to the range [-20,20]. Each AC type total is capped to the range [-32768,32767].

Note: IWD1 and PST use a slightly different version. The “Base AC” sets to field - 1 instead.
IWD2 uses different parameters altogether.
Note:

#1 (0x1) Stat: Attacks Per Round Modifier Variants: BGEE
Parameter #1: Key Modifier
Parameter #2: Type
Description:
Alters a characters Attacks per Round, by changing the Key by the modifier value specified by the 'Key Value' field, in the style specified by 'Type' field.
Key Attacks per Round
0 0
1 1
2 2
3 3
4 4
5 5
6 0.5
7 1.5
8 2.5
9 3.5
10 4.5


Known values for 'Type' are:
0 Cumulative Modifier -> Key = Key + 'Key Modifier' value
1 Flat Value Modifier -> Key = 'Key Modifier' value
2 Percentage Modifier -> Key = (Key * 'Key Modifier' value) / 100
3 Cumulative Modifier -> Same as 0
Info: When this opcode is stacked, the values of the Key Modifier are stacked, not the number of attacks.
Note: IWD1 treats all keys above 5 as 5. PST does not support Type 3, while BG(2)EE uses it differently.
Important: Timing Modes 1/4/7 alters the creature's base APR stat, leaving behind no removable effect.

#2 (0x2) Cure: Sleep
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes opcode #39 effects and the STATE_SLEEPING flag from the targeted creature(s).
This effect ignores durations attributed to it.
Note: Does not remove the STATE_HELPLESS flag.
Note: At least in EEs, it can remove opcode #177 effects targeting an EFF with opcode #39. Does not always work when delayed.

#3 (0x3) State: Berserking Variants: IWD1
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Applies the berserk effect to the targeted creature(s) in the style specified by the Type field.
Target will uncontrollably attack enemies if any are in view, and will occasionally attack neutral creatures.
Known values for Type are:
  • 0 ⟶ Default/In Combat: only berserk while in combat.
  • 1 ⟶ Constant: always berserk, maintains BERSERK_ALWAYS_ACTIVE and sets BERSERKSTAGE2 to 1.
  • 2 ⟶ Blood Rage: doesn't exist in EE's, values 2+ function the same as 0.

This opcode sets the STATE_BERSERK flag.

Note: Being “in combat” is reliant upon the presence of visible, non-sleeping enemies, but they will attack anyone they can see (including sleeping creatures), ally, neutral, or enemy, without preference (beyond whom is closer).
Info: STATE_BERSERK specs:
  • Grants a +2 bonus to THAC0 and Damage.
  • While "in combat" or "Constant":
    • Creature is unseletectable, Inventory is disabled.
    • The creature's AI scripts are disabled.
    • The creature will randomly execute action ~ AttackReevaluate([ANYONE],15) (or similar, the exact attack action is unknown).
    • Disables Saving while affecting a Party Member (Displayed message: "You do not control all your Party Members")
Note:
  • Forces creature(s) to use a melee weapon if possible.
    • If a certain creature is equipped with a Cursed ranged weapon, this opcode will not force it to switch to a melee weapon.
Note: This effect only affects party members (this is not true for EE games, it works fine on non-party creatures.)
Note: The second paragraph hasn’t been verified for PST and BG1 yet, but likely holds.
Important: Used with Timing Modes 1/4/7 results in setting STATE_BERSERK when it triggers (and using its default behavior), rather than attaching a removable effect with selected behavior.
Note: “Morale Failure: Berserk” does NOT use this or any of the other berserk opcodes, nor does it set STATE_BERSERK.

#4 (0x4) Cure: Berserking
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes opcode #3 effects and STATE_BERSERK from the targeted creature(s). Does not remove opcode #245, opcode #246 and opcode #247 effects.
This effect ignores durations attributed to it.
Important: Both parameters should be 0 (zero).
Note: At least in BG2 and EEs, this effect only affects player characters.
Note: At least in BG2 and EEs, this effect can remove opcode #177 effects targeting an EFF with opcode #3.

#5 (0x5) Charm: Charm Specific Creature Variants: IWD1 IWD2 PST
Parameter #1: General Type
Parameter #2: Charm Type
Description:
Charms the targeted creature(s) according to value in the Charm Type field, if the target is matched by the value in the General Type field. Values for General Type are from GENERAL.IDS.
Known values for Charm Type are:
  • 0 ⟶ Neutral Charm
    • Does not alter targets allegiance stat.
    • Maintains REALLYCHARMED on the target if the caster is GOODCUTOFF.
    • Maintains CHARMED_PC on the target if the caster is NOTGOOD.
    • Maintains Portrait Icon Charm on the target.
    • Effect ends if the creature is attacked by GOODCUTOFF.
    • Target displays "charmed" string.
  • 1 ⟶ Hostile Charm
  • 2 ⟶ Neutral Dire Charm
    • Does not alter targets allegiance stat.
    • Maintains CONTROLLED on the target if the caster is GOODCUTOFF.
    • Maintains ENEMY on the target if the caster is NOTGOOD.
    • Maintains Portrait Icon Dire Charm on the target.
    • Effect ends if the creature is attacked by GOODCUTOFF.
    • Target displays "dire charmed" string.
  • 3 ⟶ Hostile Dire Charm
  • 4 ⟶ Controlled by Cleric
  • 5 ⟶ Thrull Charm
    • Does not alter targets allegiance stat.
    • Maintains ENEMY on the target (regardless of casters Allegience).
    • Sets THRULLCHARM to 1.
    • Maintains Portrait Icon Charm on the target.
    • Target displays "Charmed" string.
  • 1000 ⟶ Neutral Charm (no Feedback)
    • Same as 0, but target does not display any string.
  • 1001 ⟶ Hostile Charm (no Feedback)
    • Same as 1, but target does not display any string.
  • 1002 ⟶ Neutral Domination. Same as 2, except:
    • Maintains Portrait Icon Domination on the target.
    • Target does not display any string.
  • 1003 ⟶ Hostile Domination. Same as 3, except:
    • Maintains Portrait Icon Domination on the target.
    • Target does not display any string.
  • 1004 ⟶ Controlled by Cleric (no Feedback)
    • Same as 4, but target does not display any string.
  • 1005 ⟶ Thrull Charm (no Feedback)
    • Same as 5, but target does not display any string.
Note: If this effect turns a party member hostile, it will disable all of their scripts.
Note: In EEs, the Dice Thrown parameter can be used to override the maintained EA Value. It is used in all but the first application of the effect.

#6 (0x6) Stat: Charisma Modifier Variants: IWD1 PST
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Charisma = Charisma + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Charisma = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Charisma = (Charisma * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies CHR.
Info: All games but EEs:
  • With a Timing Modes of Permanent or Delayed, if Type = 0 and Statistic Modifier is positive, the statistic will alter and remain shown in white text, and a message 'Charisma raised permanently' will be shown.
  • With a Timing Modes of Permanent or Delayed, if Type is 1 or 2, or Statistic Modifier is negative, the statistic will alter and remain shown in white text, though no message is shown.
  • With all other Timing Modes, the statistic will alter and be shown in red text.
On EEs:
  • There's no feedback message about stat being raised permanently in the EE's – it must be done separately with opcode #139.
  • The opcode itself provides no coloring anymore (it's been externalized through "UI.menu")
    • An effective value > base value ⟶ green.
    • An effective value < base value ⟶ red.
    • An effective value = base value ⟶ white/default.
Important: With Timing Modes 1/4/7, the creature's base Charisma is altered, leaving behind no removable effect.
Info: Final values are capped to the bound range (0,25) in game (40 in IWD2).

#7 (0x7) Colour: Set Character colours by Palette Variants: IWD1
Parameter #1: Gradient Number
Parameter #2: Location
Description:
Alters the colour of the area specified by the Location field, to the colour gradient specified by the Gradient Number field.
Known values for Location are:
  • 0 – 6: Avatar/Armor
    • 00 ⟶ Belt Buckle (on armour) or amulets (on robes) – entire body for some animations
    • 01 ⟶ Minor colour
    • 02 ⟶ Major colour
    • 03 ⟶ Skin colour
    • 04 ⟶ Strap colour (on armour) or minor trimming (on robes – the centre strip down a robe and the hem on some robes)
    • 05 ⟶ Armor colour (and major trimming on robe – cross trim and cape trim on Robe of Archmagi)
    • 06 ⟶ Hair colour
  • 16 – 22: Weapon
    • 16 ⟶ Quillons or Crossguard
    • 20 ⟶ Grip (usually not visible as it's in the characters hand)
    • 21 ⟶ Blade or major portion of weapon
  • 32 – 40: Shield
    • 32 ⟶ Shield hub
    • 33 ⟶ Shield interior
    • 34 ⟶ Shield panelling
    • 37 ⟶ Shield rim
  • 48 – 54: Helmet
    • 48 ⟶ Helm ornamentation – i.e. wings
    • 49 ⟶ Helm ornamentation – i.e. feathers/horsehair
    • 50 ⟶ Helm ornamentation – i.e. feathers/horsehair
    • 52 ⟶ Helm face
    • 53 ⟶ Helm – the main covering
  • 255 ⟶ Whole Body (at least in IWD2 and EEs)
Warning: Other values crash immediately or when opening or manipulating Inventory.
Info:
  • Each Item Type has 7 slots/locations, corresponding to a different set of Palette indexes that they will replace.
  • Near Infinity lists them as Grey, Cyan/Teal, Magenta/Pink, Yellow, Red, Blue, and Green.
    While these colors are arbitrary, they best represent the palette used in animation/paperdoll BAMs by default (before being recolored), so you can look at the BAM file and know which colors will be replaced.
  • 0=Grey, 1=Cyan, 2=Magenta, 3=Yellow, 4=Red, 5=Blue, 6=Green.
    +16 for weapons, +32 for shields, +48 for helmets.
  • The names already listed for some of these locations in IESDP are accurate, as they correspond to their general use in the vanilla game, but all 7 slots can be used for each item, provided their BAM file makes use of them.
  • Palette indexes will be replaced by the gradient specified for those locations:
    • Index 0–3 are reserved for Transparency and Shadows, they are not replaced.
    • Index 4–15: Grey
    • Index 16–27: Cyan
    • Index 28–39: Pink
    • Index 40–51: Yellow
    • Index 52–63: Red
    • Index 64–75: Blue
    • Index 76–87: Green
      (7 groups of 12 indexes, each exclusive to one location)
    • Index 88–95: (Grey + Cyan)
    • Index 96–103: (Grey + Magenta)
    • Index 104–111: (Grey + Yellow)
    • Index 112–119: (Grey + Red)
    • Index 120–127: (Grey + Blue)
    • Index 128–135: (Grey + Green)
    • Index 136–143: (Cyan + Magenta)
    • Index 144–151: (Cyan + Yellow)
    • Index 152–159: (Cyan + Red)
    • Index 160–167: (Cyan + Blue)
    • Index 168–175: (Cyan + Green)
    • Index 176–183: (Magenta + Yellow)
    • Index 184–191: (Magenta + Red)
    • Index 192–199: (Magenta + Blue)
    • Index 200–207: (Magenta + Green)
    • Index 208–215: (Yellow + Red)
    • Index 216–223: (Yellow + Blue)
    • Index 224–231: (Yellow + Green)
    • Index 232–239: (Red + Blue)
    • Index 240–247: (Red + Green)
    • Index 248–255: (Blue + Green)
      (21 groups of 8 indexes, each shared by a different combination of two locations)

#8 (0x8) Colour: Change by RGB Variants: IWD1 PST BG2
Parameter #1: RGB Colour
Parameter #2: Location
Description:
Alters the colour of the area specified by the 'Location' field, to the colour specified by the 'RGB Colour' field.
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
34 Shield panelling
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Unknown but listed in helm01
53 Helm - the main covering

#9 (0x9) Colour: Glow Pulse Variants: IWD1 PST BG2
Parameter #1: RGB Colour
Parameter #2: Location and Speed
Description:
Pulses the area specified by the 'Location and Speed' field, at the rate specified by the 'Location and Speed' field, with the colour specified by the 'RGB Colour' field. If the colour values are all set to 0, the glow effect only occurs if the creature is in darkness; outside at night, inside a building, or standing in shadows.
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
The 'Location' field is handled as follows:
First byte = Location
Third byte = Speed (0-255)
A speed of 0 does not pulsate. A speed of 1 is fastest, and a speed of 255 is slowest.
Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
34 Shield panelling
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Unknown but listed in helm01
53 Helm - the main covering

#10 (0xA) Stat: Constitution Modifier Variants: IWD1 PST
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Constitution = Constitution + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Constitution = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Constitution = (Constitution * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies CON.
Info: All games but EEs:
  • With a Timing Modes of Permanent or Delayed, if Type = 0 and Statistic Modifier is positive, the statistic will alter and remain shown in white text, and a message 'Constitution raised permanently' will be shown.
  • With a Timing Modes of Permanent or Delayed, if Type is 1 or 2, or Statistic Modifier is negative, the statistic will alter and remain shown in white text, though no message is shown.
  • With all other Timing Modes, the statistic will alter and be shown in red text.
On EEs:
  • There's no feedback message about stat being raised permanently in the EE's – it must be done separately with opcode #139.
  • The opcode itself provides no coloring anymore (it's been externalized through "UI.menu")
    • An effective value > base value ⟶ green.
    • An effective value < base value ⟶ red.
    • An effective value = base value ⟶ white/default.
Important: With Timing Modes 1/4/7, the creature's base Constitution is altered, leaving behind no removable effect.
Info: Final values are capped to the bound range (0,25) in game (40 in IWD2).

#11 (0xB) Cure: Poison
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes opcode #25 poison effects and STATE_POISONED from the targeted creature(s).
Info: This effect ignores durations attributed to it.
Info: At least in EEs, this effect can remove opcode #177 effects targeting an EFF with opcode #25.

#12 (0xC) HP: Damage Variants: BG2 BGEE PST
Parameter #1: Damage Amount
Parameter #2: Type
Description:
Damages the target by the value specified by the 'Damage Amount' field, with the damage type specified by the 'Type' field.
Known values for 'Type' are:
0 Crushing
1 Crushing Set to Value
2 Crushing Set to Percentage
65536 Acid
65537 Acid Set to Value
65538 Acid Set to Percentage
131072 Cold
131073 Cold Set to Value
131074 Cold Set to Percentage
262144 Electricity
262145 Electricity Set to Value
262146 Electricity Set to Percentage
524288 Fire
524289 Fire Set to Value
524290 Fire Set to Percentage
1048576 Piercing
1048577 Piercing Set to Value
1048578 Piercing Set to Percentage
2097152 Poison
2097153 Poison Set to Value
2097154 Poison Set to Percentage
4194304 Magic
4194305 Magic Set to Value
4194306 Magic Set to Percentage
8388608 Missile
8388609 Missile Set to Value
8388610 Missile Set to Percentage
16777216 Slashing
16777217 Slashing Set to Value
16777218 Slashing Set to Percentage
33554432 Magic Fire
33554433 Magic Fire Set to Value
33554434 Magic Fire Set to Percentage
67108864 Magic Cold
67108865 Magic Cold Set to Value
67108866 Magic Cold Set to Percentage
134217728 Stunning
134217729 Stunning Set to Value
134217730 Stunning Set to Percentage
268435456 Soul Eater
268435457 Soul Eater Set to Value
268435458 Soul Eater Set to Percentage
1073741824 Disease
1073741825 Disease Set to Value
1073741826 Disease Set to Percentage

The Dice values can be used to inflict varying damage amounts - e.g. 2d6 would do 2-12 damage (Damage type is still specified by the 'Type' value).
If 'Damage Amount' and the Dice values are both non-zero, the total damage inflicted is: 'Damage Amount' + Dice value.
'Damage Amount' can be positive or negative (though the damage sound will play in either case).

Note: ‘Stunning’ damage does not stun the target. Stunning damage cannot kill a creature, creatures are reduced to 1 HP and are knocked unconscious.
Warning: Using ‘Magic Fire’ as a damage type will result the game to crash if the damage kills the target.

#13 (0xD) Death: Instant Death Variants: IWD1 PST BG2
Parameter #1: Text Notification
Parameter #2: Death Type
Description:
Instantly kills the targeted creature(s), in the style specified by the 'Death Type' value.
Known values for 'Text Notification' are:
0 Show death message
1 Don't show death message
Known values for 'Death Type' are:
0 Acid death
1 Burning death
2 Crushed death
4 Normal death
8 Chunked death
16 Stoned death
32 Freezing death
64 Exploding stoned death
128 Exploding freezing death
256 Electrified death

#14 (0xE) Graphics: Defrost Variants: PST
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes STATE_FROZEN_DEATH from the targeted creatures and restores them to 1 HP. Does not affect creatures without STATE_FROZEN_DEATH.

#15 (0xF) Stat: Dexterity Modifier Variants: IWD1 IWD2 PST
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Dexterity = Dexterity + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Dexterity = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Dexterity = (Dexterity * 'Statistic Modifier' value) / 100
  • 3 ⟶ Cat's Grace (EE only)

Statistic Modifier can be positive or negative.

The effect modifies DEX.
Info: All games but EEs:
  • With a Timing Modes of Permanent or Delayed, if Type is 0 and Statistic Modifier is positive, the statistic will alter and remain shown in white text, and a message 'Dexterity raised permanently' will be shown.
  • With a Timing Modes of Permanent or Delayed, if Type is 1 or 2, or Statistic Modifier is negative, the statistic will alter and remain shown in white text, though no message is shown.
  • With all other Timing Modes, the statistic will alter and be shown in red text.
On EEs:
  • There's no feedback message about stat being raised permanently in the EE's – it must be done separately with opcode #139.
  • The opcode itself provides no coloring anymore (it's been externalized through "UI.menu")
    • An effective value > base value ⟶ green.
    • An effective value < base value ⟶ red.
    • An effective value = base value ⟶ white/default.
Info: When Type=3:
  • Statistic Modifier is unused: it uses the value listed in CLSSPLAB.2da for the creature's base class, or defaults to 1 if the file isn't present (it only exists by default in IWDEE).
  • A single instance of this opcode (using Type=3) cannot raise Dexterity above 20 (hardcoded), but multiple instances of it can.
    • This is because it only checks the limit against the creature's base score, not its effective score.
  • Like the other modes, applying the effect with Timing Mode 1 will affect the creature's base stat, leaving no removable effect.
  • Once applied to a creature, Statistic Modifier will store the exact DEX increase granted (only useful for lookup/editing through EEkeeper/NI).
  • When you apply this effect in an External EFF, (via op177 / op283):
    • Parameter1 in the EFF will determine the exact Dexterity increase (so it must be set manually, and ignores any limit).
Important: With Timing Modes 1/4/7, the creature's base Dexterity is altered, leaving behind no removable effect.
Info: Final values are capped to the bound range (0,25) in game (40 in IWD2).

#16 (0x10) State: Haste Variants: IWD1
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Applies the Haste effect, in the style specified by the Type value.
Known values for Type are:
  • 0 ⟶ Normal Haste – double the movement rate and grants an additional Attack Per Round (APR), rounded down (capped at 6)
  • 1 ⟶ Improved Haste – double the movement rate and doubles APR (capped at 10)
  • 2 ⟶ Weak Haste – Speed haste without attack bonuses, round APR up (capped at 5)


All of them set STATE_HASTED. Improved/Weak function by setting an additional STAT value, which modifies the behavior of STATE_HASTED:

The Normal and Improved haste types grant a -2 initiative (Weapon Speed) bonus. All types:

Info: This effect will cancel out the slow opcode.
Warning: BG1 only supports haste type 0.

This opcode will set the STATE_HASTED flag and nothing else when applied with Timing Mode 1, and cannot be removed within the game by any means, only suppressed by Slow.
This only works when applying Normal/Improved haste (there’s no difference, since the STAT for Improved haste doesn’t get set this way), Weak haste does not do anything with Timing Mode 1.

#17 (0x11) HP: Current HP Modifier Variants: BG2 IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
  • 0 ⟶ Cumulative Modifier: HP = HP + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: HP = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: HP = (HP * 'Statistic Modifier' value) / 100


'Statistic Modifier' can be positive or negative.
Info: If ‘Statistic Modifier’ and the Dice values are both non-zero, the total HP change is: ‘Statistic Modifier’ + Dice value.
Note: Unlike opcode #12, this opcode does not apply any death effect (opcode #13) to the creature if it reduces their hit points to zero or less. The creature will remain in a bugged state (no HP but not dead) until they take further damage, or the game is saved & reloaded, at which point they will die properly.

#18 (0x12) HP: Maximum HP Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Special: Mode
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: HP = HP + 'Statistic Modifier' value (affects current and max HP)
  • 1 ⟶ Flat Value Modifier: HP = 'Statistic Modifier' value (affects current and max HP)
  • 2 ⟶ Percentage Modifier: HP = (HP * 'Statistic Modifier' value) / 100 (affects current and max HP)
  • 3 ⟶ As 0 (does not affect current HP)
  • 4 ⟶ As 1 (does not affect current HP)
  • 5 ⟶ As 2 (does not affect current HP)
  • 6 ⟶ Non-cumulative Modifier: HP = HP + 'Statistic Modifier' value (affects current and max HP) (EE only)


Statistic Modifier can be positive or negative.

Known values for Mode are:
  • 0 ⟶ Normal: Effect functions as dictated by the Type field.
  • 1 ⟶ Do not update current HP.
    • This value is set automatically once the effect has been initially processed on a creature.
    • For normal operation, the special field MUST be zero.
Info: To differentiate non-cumulative HP gain from other forms of HP gain, Type is set internally to 6. As mentioned here, multiple effects of Type=6 can be carried by the creature at the same time and only the largest value is used when calculating extra HP. Hence the term “noncumulative coexisting”. This functionality doesn’t interact with other forms (Type != 6) of HP gain, and cumulative HP drain doesn’t use Type=6.
Note: For non-permanent timing modes of Type 2 or 5 use the base maximum HP value, and therefore override other Type 2 or 5 modifiers.
Note: If Statistic Modifier and the Dice values are both non-zero, the total HP change is: 'Statistic Modifier' + Dice value.
Note:
  • Maximum HP cannot be reduced below a creature's level/HD (average level rounded up for multiclasses).
  • It is still able to reduce current HP below the creature's level/HD, and has the same bugged death as opcode #17 if it reduces a creature to zero or less HP.

#19 (0x13) Stat: Intelligence Modifier Variants: IWD1
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Intelligence = Intelligence + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Intelligence = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Intelligence = (Intelligence * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies INT.
Info: All games but EEs:
  • With a Timing Modes of Permanent or Delayed, if Type is 0 and Statistic Modifier is positive, the statistic will alter and remain shown in white text, and a message 'Intelligence raised permanently' will be shown.
  • With a Timing Modes of Permanent or Delayed, if Type is 1 or 2, or Statistic Modifier is negative, the statistic will alter and remain shown in white text, though no message is shown.
  • With all other Timing Modes, the statistic will alter and be shown in red text.
On EEs:
  • There's no feedback message about stat being raised permanently in the EE's – it must be done separately with opcode #139.
  • The opcode itself provides no coloring anymore (it's been externalized through "UI.menu")
    • An effective value > base value ⟶ green.
    • An effective value < base value ⟶ red.
    • An effective value = base value ⟶ white/default.
Important: With Timing Modes 1/4/7, the creature's base Intelligence is altered, leaving behind no removable effect.
Info: Final values are capped to the bound range (0,25) in game (40 in IWD2).

#20 (0x14) State: Invisibility Variants: IWD1 IWD2 PST BG2
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Applies the invisibility effect, in the style specified by the 'Type' value.
Known values for 'Type' are :
0 Normal Invisibility -> affected creature makes the first attack with +4
1 Improved Invisibility -> affected creature stays invisible after attack
Note: ‘Improved Invisibility’ does not provide saving throw bonuses.
Note: ‘Improved Invisibility’ lingers after the duration is spent and works permanently if used as a ‘While Equipped’ effect.

#21 (0x15) Stat: Lore Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Lore = Lore + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Lore = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Lore = (Lore * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies LORE.
Warning: This effect does not work with Timing Mode 1.

#22 (0x16) Stat: Cumulative Luck Bonus Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field. Luck affects the minimum damage caused by a weapon (up to the normal maximum damage of the weapon) and the attack roll modifier (up to a maximum of 20, excluding natural attack roll modifiers, e.g. high STR, invisibility etc) by Statistic Modifier amount. Statistic Modifier also affects the damge rolls of opponents (in feature blocks, not extension headers). The effect does not set STATE_LUCK.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Luck = Luck + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Luck = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Luck = (Luck * 'Statistic Modifier' value) / 100
Info: Effects of Luck:
  • Modifies a creature's weapon damage die rolls (up/down to its maximum/minimum).
  • Modifies a creatures's attack roll [1d20] (up/down to its maximum/minimum).
  • Modifies non-weapon damage die rolls dealt to the creature (up/down to its maximum/minimum).
  • Modifies a creatures's initiative roll [1d6 - 4] for weapon attacks (up/down to its maximum/minimum). See opcode #190 for further details about weapon/attack speed.
  • Modifies a creatures's initiative roll [1d8 - 1] for movement (up/down to its maximum/minimum).
  • Modifies a creatures's skill roll [1d100] for Hiding in Shadows (up/down to its maximum/minimum).
  • Modifies a creatures's skill roll [1d100] for Set Traps (up/down to its maximum/minimum).
  • Modifies a creatures's skill roll [1d10] for Open Locks (up/down to its maximum/minimum).
  • Modifies a creatures's skill roll [1d10] for Bash Doors (up/down to its maximum/minimum).
  • Modifies a creatures's skill roll [1d10] for Disarm Trap (up/down to its maximum/minimum).
  • Modifies the chance for a Mirror Image to be struck, chance = ('number of images' + 'Statistic Modifier') / ('number of images' + 1).
Info: Here’s more info about initiative roll for movement:
  • Apparently, there is intentionally a random wait time between when a creature attempts to move to another creature, and when they will actually start pathing. Luck helps with this...
    Wait Time = 0, when roll = 0
    Wait Time = (8 - roll), when roll != 0
  • The natural roll range is [0,7], but like many other rolls Luck alters this slightly. For every point in Luck the highest bound of the roll is converted into the lower bound.
  • So with 1 Luck the roll becomes [0,6], with 0 having a probability of 25% instead of 12.5%. Negative luck works the same, but in reverse.
  • 1 is the worst roll you can get, yet it is neither of the extremes. So, -1 Luck is bad because it prevents you from bypassing the wait time, (rolling a 0), but if Luck must be negative, the lower the better.
    • Luck = "-1": Worst roll possible is a 1, you will be waiting for 7 AI updates (or, if you prefer, 715ths of a second).
    • Luck = "-7": Worst roll possible is a 7, you will be waiting for 1 AI update (or, if you prefer, 115th of a second)!!
  • Positive Luck will always increase the likelihood of instantaneous pathing.
  • Note that this wait time is only applied to creature-to-creature pathing, and never to on-the-ground destinations.
  • Also, every creature rolls for their own delay when they go to target a creature.

#23 (0x17) Stat: Morale Modifier Variants: BG2
Parameter #1: Statistic Modifier
Parameter #2: Type
Special: Mode
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Morale = Morale + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Morale = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Morale = (Morale * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

At least in EEs, known values for Mode are:
  • 0 ⟶ BG2 mode – It's hardcoded to fill the following values:
    • Statistic Modifier = 10
    • Type = 1
    • m_done = 1 (internal field that immediately removes the effect from creature, no matter duration)
    • In addition, it checks if the creature is berserking, and if it is, it returns without doing anything.
  • 1 ⟶ BG1 mode – Default (functions as expected)
Note: Any Morale-based effect (i.e. Panic) may be added or removed by this effect.

#24 (0x18) State: Horror Variants: IWD1
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Applies the horror effect to the targeted creature(s) in the style specified by the Type field, which is suspected to be an EE extension. It sets the STATE_PANIC state.
Known values for Type are:
  • 0 ⟶ Default
  • Non-zero ⟶ Bypass opcode #101 (Immunity to effect)

#25 (0x19) State: Poison Variants: BGEE IWD1 IWD2 PST BG2
Parameter #1: Damage Amount
Parameter #2: Type
Description:
Damages the target by the 'Damage Amount' value, in the style specified by the 'Type' field. It sets the STATE_POISONED state.
Known values for 'Type' are:
0 Inflict 'Damange Amount' per second
1 Inflict 'Damage Amount' as a percentage of total HP
2 Inflict 'Damage Amount' per second
3 Inflict 'Damage Amount' per round
4 Inflict Param 3 Damage every Param 1 seconds
Important: The 'Damage Amount' parameter should be set a positive value.

#26 (0x1A) Item: Remove Curse Variants: PST
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes Cursed items in addition to all opcode #283 effects from the targeted creature(s).

#27 (0x1B) Stat: Acid Resistance Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTACID.

#28 (0x1C) Stat: Cold Resistance Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTCOLD.

#29 (0x1D) Stat: Electricity Resistance Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTELECTRICITY.

#30 (0x1E) Stat: Fire Resistance Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTFIRE.

#31 (0x1F) Stat: Magic Damage Resistance Modifier Variants: BG2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Resistance = Resistance + 'Statistic Modifier' value
1 Flat Value Modifier -> Resistance = 'Statistic Modifier' value
2 Percentage Modifier -> Resistance = (Resistance * 'Statistic Modifier' value) / 100

'Statistic Modifier' can be positive or negative.
Note: A negative resistance negates damage entirely

#32 (0x20) Cure: Death (Raise Dead) Variants: IWD2
Parameter #1: Irrelevant
Parameter #2: Restore creature animation?
Description:
Raises the targeted creature(s) from the dead.
Known values for Restore creature animation? are:
  • 0 ⟶ No
  • 1 ⟶ Yes

This effect ignores durations attributed to it.
Info: The new animation is selected just as it would be at Character Generation.
Base Animation = 0x6000
  • + Class:
    • 0x0000 (Cleric/Druid/Shaman/Default)
    • 0x0100 (Fighter/Paladin/Ranger)
    • 0x0200 (Mage/Sorcerer)
    • 0x0300 (Thief/Bard)
    • 0x0500 (Monk)
    • Mutliclasses prioritize (Warrior > Priest > Rogue > Wizard)
  • + Gender:
    • 0x0000 (Male/Default)
    • 0x0010 (Female)
  • + Race:
    • 0x0000 (Human/Default)
    • 0x0001 (Elf/Half-Elf/Tiefling)
    • 0x0002 (Dwarf)
    • 0x0003 (Halfling)
    • 0x0004 (Gnome)
    • 0x0005 (Halforc)
Note:
  • This opcode will only restore life to creatures with STATE_DEAD. Frozen and Petrified creatures do not qualify until after they shatter (at which point you can no longer target them outside of scripts, so it doesn't really matter).
  • The animation reset is not dependent on the target's death state.
Info: The presence of this opcode in any of a spell’s ability headers will force any Wild Surge of that spell to use the “Cast Normally” result.

#33 (0x21) Stat: Save vs. Death Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Save = Save + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Save = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Save = (Save * 'Statistic Modifier' value) / 100
  • 3 ⟶ Increment Instantly: Save = Save + 'Statistic Modifier' value (EE only)

Statistic Modifier can be positive or negative.

The effect modifies SAVEVSDEATH.
Info: When Type = 3, this opcode processes before saving throws are checked for effects proceeding it in the same effect stack; when Type = 0, it processes after.
Bug: Since at least version 2.5, Type = 3 modifies instantly SAVEVSWANDS instead of SAVEVSDEATH.
As a result, saving throws for effects in the same effect stack and after this opcode are not processed as expected.
Effects proceeded after the stack are treated normaly like Type = 0.

#34 (0x22) Stat: Save vs. Wands Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Save = Save + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Save = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Save = (Save * 'Statistic Modifier' value) / 100
  • 3 ⟶ Increment Instantly: Save = Save + 'Statistic Modifier' value (EE only)

Statistic Modifier can be positive or negative.

The effect modifies SAVEVSWANDS.
Info: When Type = 3, this opcode processes before saving throws are checked for effects proceeding it in the same effect stack; when Type = 0, it processes after.

#35 (0x23) Stat: Save vs. Petrification/Polymorph Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Save = Save + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Save = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Save = (Save * 'Statistic Modifier' value) / 100
  • 3 ⟶ Increment Instantly: Save = Save + 'Statistic Modifier' value (EE only)

Statistic Modifier can be positive or negative.

The effect modifies SAVEVSPOLY.
Info: When Type = 3, this opcode processes before saving throws are checked for effects proceeding it in the same effect stack; when Type = 0, it processes after.

#36 (0x24) Stat: Save vs. Breath Weapons Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Save = Save + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Save = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Save = (Save * 'Statistic Modifier' value) / 100
  • 3 ⟶ Increment Instantly: Save = Save + 'Statistic Modifier' value (EE only)

Statistic Modifier can be positive or negative.

The effect modifies SAVEVSBREATH.
Info: When Type = 3, this opcode processes before saving throws are checked for effects proceeding it in the same effect stack; when Type = 0, it processes after.

#37 (0x25) Stat: Save vs. Spells Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Save = Save + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Save = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Save = (Save * 'Statistic Modifier' value) / 100
  • 3 ⟶ Increment Instantly: Save = Save + 'Statistic Modifier' value (EE only)

Statistic Modifier can be positive or negative.

The effect modifies SAVEVSSPELL.
Info: When Type = 3, this opcode processes before saving throws are checked for effects proceeding it in the same effect stack; when Type = 0, it processes after.

#38 (0x26) State: Silence
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the silence effect to the targeted creature(s). Sets STATE_SILENCED to true.
A silenced creature cannot cast spells / use special abilities (unless flagged as Castable when silenced), bard song or initiate dialog.
The engine is hard-coded to allow these spells to be cast by a silenced creature:
  • "SPWI219" (Vocalize)
  • "SPIN649" (Teleport to Pocket Plane) in BG2/BGEE

#39 (0x27) State: Unconsciousness Variants: IWD2 PST
Parameter #1: Irrelevant
Parameter #2: Wake on Damage?
Special: Icon
Description:
Applies the unconsciousness effect to the targeted creature(s).
Known values for Wake on Damage? are (only in EEs):
  • 0 ⟶ Yes
  • 1 ⟶ No

Icon defines the index from STATDESC.2DA for custom portrait icons (EE only). Default value is Sleep. If it is set, also spell state PRONE will be set. Otherwise the creature will be moved to the backlist and become untargettable by most scripts.

This opcode sets the STATE_SLEEPING and STATE_HELPLESS flag bits.

Note: In case of Timing Modes 1/4/7 the bits cannot be removed in-game.
Moreover, the STATE_SLEEPING works as the Wake on Hit option. It’s just not usable because of the unremovable STATE_HELPLESS.
Note: Immunity to this opcode does not prevent unconsciousness from stunning damage done by normal fists.

#40 (0x28) State: Slow
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the slow effect to the targeted creature(s). It automatically grants the Slow portrait icon.
Info: This effect will cancel out the haste opcode.
Note: This effect doubles the Casting Time of all spells. Not verified for IWD2.
Warning: This opcode will set the STATE_SLOWED flag and nothing else when applied with Timing Mode 1, and cannot be removed within the game by any means, only suppressed by Haste.

#41 (0x29) Graphics: Sparkle Variants: IWD1 IWD2 PST PSTEE BG2
Parameter #1: Colour
Parameter #2: Type
Description:
Displays the sparkle effect specified by the 'Type' field, in the colour specified by the 'Colour' field. The colour field may be connected to sprkclr.2da.
Known values for 'Colour' are:
0 Crash
1 No effect / Black
2 White / White -> Blue
3 Purple -> White / Purple -> White
4
.. White
12
13 Crash
Known values for 'Type' are:
1 Sparkle Puff
2 No effect?
3 Sparkle Shower
Info: Both of these params use only the lower 16 bits (upper bits might have other function).

#42 (0x2A) Spell: Wizard Spell Slots Modifier Variants: BGEE
Parameter #1: Slot Amount Modifier
Parameter #2: Spell Level
Description:
Alters the number of wizard spell slots available to the targeted creature(s), as specified by the Slot Amount Modifier field, at the level specified by the Spell Level field. Wizard spells are used by Bards, Sorcerers and Wizards in IWD2.

Known values for Spell Level are:
  • 0 ⟶ Double spells
    • The amount of spell slots is doubled for the level specified by the Slot Amount Modifier value and all levels below
  • BIT0 ⟶ Level 1
  • BIT1 ⟶ Level 2
  • BIT2 ⟶ Level 3
  • BIT3 ⟶ Level 4
  • BIT4 ⟶ Level 5
  • BIT5 ⟶ Level 6
  • BIT6 ⟶ Level 7
  • BIT7 ⟶ Level 8
  • BIT8 ⟶ Level 9

The target creature(s) must have at least 1 slot at the selected level to have their slot count changed.

Negative slots start at 65535 (-1), and go from there. Even though the spellbook has room to display only 12 slots at once, the slots are still there and usable.

Slot Amount Modifier can be positive or negative.

Note:
  • If the number of current spell slots is 1:
    • applying a -1 modifier will result in zero current slots and prevent further applications of this opcode from altering spell slots (until this effect terminates or is removed, or the base amount changes).
    • applying a -2 modifier instead would bypass zero and result in 65535 (-1). Then applying a +1 modifier would result in zero current slots and a repeat of the above.
  • Regardless of whether the value can be altered, the effect is still attached to the creature, rather than being discarded entirely. They can still take effect should the creature's base spell slots be altered (such as from leveling up).
  • Applying multiple effects in increments of -1 will insure that spell slots do not go below zero (and thus will not wrap around to maximum).

#43 (0x2B) Cure: Stone to Flesh
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes STATE_STONE_DEATH from the targeted creatures and restores them to 1 HP. Does not affect creatures without STATE_STONE_DEATH.
Important: Both parameters should be 0 (zero).
Note:
  • Will not remove a currently delayed (untriggered) Petrification effect.
  • Nor will it remove the False Petrification mode of opcode #109.

#44 (0x2C) Stat: Strength Modifier Variants: IWD1 IWD2 PST
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Strength = Strength + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Strength = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Strength = (Strength * 'Statistic Modifier' value) / 100
  • 3 ⟶ Bull's Strength (EE only)

Statistic Modifier can be positive or negative.

The effect modifies STR.
Info: All games but EEs:
  • With a Timing Modes of Permanent or Delayed, if Type is 0 and Statistic Modifier is positive, the statistic will alter and remain shown in white text, and a message 'Strength raised permanently' will be shown.
  • With a Timing Modes of Permanent or Delayed, if Type is 1 or 2, or Statistic Modifier is negative, the statistic will alter and remain shown in white text, though no message is shown.
  • With all other Timing Modes, the statistic will alter and be shown in red text.
On EEs:
  • There's no feedback message about stat being raised permanently in the EE's – it must be done separately with opcode #139.
  • The opcode itself provides no coloring anymore (it's been externalized through "UI.menu")
    • An effective value > base value ⟶ green.
    • An effective value < base value ⟶ red.
    • An effective value = base value ⟶ white/default.
Info: When Type=3:
  • Statistic Modifier is unused: it uses the value listed in CLSSPLAB.2da for the creature's base class, or defaults to 1 if the file isn't present (it only exists by default in IWDEE).
  • A single instance of this opcode (using Type=3) cannot raise Strength above 18 (hardcoded), but multiple instances of it can.
    • This is because it only checks the limit against the creature's base score, not its effective score.
      • A Cleric with 12 base STR could gain up to +6 from the effect each time. Two max roll effects would take them to 24 STR.
      • A Cleric with 16 base STR could only gain up to +2 from the effect each time.
    • Warrior classes also gain a % Strength score, their maximum is actually 18/100. Every /10 is counted as +1 from their die roll. Warriors will not exceed 18/100 though, as once they hit 18, the remaining dice roll converts to a % increase, preventing their score from exceeding 18/100 (18/100 + /10 doesn't convert to 19).
      For instance, if a PALADIN with 17 STR rolls, say, 5, he will end up with 18/40 STR.
  • Like the other modes, applying the effect with Timing Mode 1 will affect the creature's base stat, leaving no removable effect.
  • Once applied to a creature, Statistic Modifier will store the exact STR increase granted, while the Special field will store any Exceptional STR increase granted (only useful for lookup/editing through EEkeeper/NI).
  • When you apply this effect in an External EFF, (via op177 / op283):
    • Parameter1 in the EFF will determine the exact Strength increase (so it must be set manually, and ignores any limit).
    • If Parameter1 is non-zero, Exceptional STR will still be rolled as normal (and only for appropriate Classes).
      • It will be equal to 10 * (Roll - (18 - Base)), capped (0,100).
    • If Parameter1 is zero, no Exceptional STR will be granted.
    • The actual increase for Exceptional STR will be stored in the Special field of op177 / op283 (after it's been applied to the creature).
    • Basically, it works exactly like Type=0, except that warriors will still gain a random Exceptional STR increase (of course it's only noticeable if their resulting STR is 18).
Important: With Timing Modes 1/4/7, the creature's base Strength is altered, leaving behind no removable effect.
Info: Final values are capped to the bound range (0,25) in game (40 in IWD2).

#45 (0x2D) State: Stun Variants: IWD1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Stuns the targeted creature(s) and sets HELD to 1. In particular:
  • Maintains Portrait Icon Stun (EE only).
  • Immobilizes the creature, limiting it to instantaneous actions (INSTANT.IDS).
  • Maintains STATE_STUNNED.
    • Renders the creature unselectable and disable the Inventory.
  • Maintains STATE_HELPLESS.
    • Renders the creature unselectable and disable the Inventory.
    • Causes all attacks against the creature to automatically hit, disabling Critical Hits and misses.
Note: Applied with Timing Modes 1/4/7: will set the creature’s base STATE_STUNNED flag, while still leaving behind a separate removable effect.
  • Should you remove the effect without removing the state (through means other than opcode #46), the creature will be fully functional, just not controllable by the player (if it was).
  • By itself, STATE_STUNNED does not disable any scripts or limit which actions the creature may take. It needs its opcode's immobilization effect as well as STATE_HELPLESS to fully work.

#46 (0x2E) Cure: Stun (Unstun) Variants: PST
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Unstuns the targeted creature(s) (opcode #45 and opcode #109). Also removes STATE_STUNNED from the creature.
This effect ignores durations attributed to it.

#47 (0x2F) Cure: Invisibility
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the invisibility effect from the targeted creature(s) if they don't have STATE_NONDETECTION set. Also removes STATE_INVISIBLE and STATE_IMPROVEDINVISIBILITY.
This effect ignores durations attributed to it.
Important: Both parameters should be 0 (zero).

#48 (0x30) Cure: Silence (Vocalize)
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the silence effect and STATE_SILENCED from the targeted creature(s).
This effect ignores durations attributed to it.

#49 (0x31) Stat: Wisdom Modifier Variants: IWD1 PST
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Wisdom = Wisdom + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Wisdom = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Wisdom = (Wisdom * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies WIS.
Info: All games but EEs:
  • With a Timing Modes of Permanent or Delayed, if Type is 0 and Statistic Modifier is positive, the statistic will alter and remain shown in white text, and a message 'Wisdom raised permanently' will be shown.
  • With a Timing Modes of Permanent or Delayed, if Type is 1 or 2, or Statistic Modifier is negative, the statistic will alter and remain shown in white text, though no message is shown.
  • With all other Timing Modes, the statistic will alter and be shown in red text.
On EEs:
  • There's no feedback message about stat being raised permanently in the EE's – it must be done separately with opcode #139.
  • The opcode itself provides no coloring anymore (it's been externalized through "UI.menu")
    • An effective value > base value ⟶ green.
    • An effective value < base value ⟶ red.
    • An effective value = base value ⟶ white/default.
Important: With Timing Modes 1/4/7, the creature's base Wisdom is altered, leaving behind no removable effect.
Info: Final values are capped to the bound range (0,25) in game (40 in IWD2).

#50 (0x32) Colour: Glow by RGB (Brief) Variants: IWD1 IWD2 PST BG2
Parameter #1: RGB Colour
Parameter #2: Speed
Description:
The targeted creature(s) entire animation glows the colour specified by the 'RGB Colour' field, at the speed specified by the (3rd byte of the) 'Speed' field.
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)
The 'Speed' field is handled as follows:
Third byte = Speed (0-255)
A speed of 0 does not pulsate. A speed of 1 is fastest, and a speed of 255 is slowest.

#51 (0x33) Colour: Strong/Dark by RGB Variants: IWD1 IWD2 BG2
Parameter #1: RGB Colour
Parameter #2: Location
Description:
Alters the colour of the area specified by the 'Location and Speed' field, to the colour specified by the 'RGB Colour' field.
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)

Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
34 Shield panelling
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Unknown but listed in helm01
53 Helm - the main covering

#52 (0x34) Colour: Very Bright by RGB Variants: IWD1 IWD2 PST BG2
Parameter #1: RGB Colour
Parameter #2: Location
Description:
Alters the colour of the area specified by the 'Location' field, to the colour specified by the 'RGB Colour' field.
The 'RGB Colour' field is handled as follows:
Second byte = Red (0-255)
Third byte = Green (0-255)
Fourth byte = Blue (0-255)

Known values for 'Location' are:
00 Belt Buckle (on armour) or amulets (on robes) - entire body for some animations
01 Minor colour
02 Major colour
03 Skin colour
04 Strap colour (on armour) or minor trimming (on robes - the centre strip down a robe and the hem on some robes)
05 Armor colour (and major trimming on robe - cross trim and cape trim on robe of archmagi)
06 Hair colour
16 Quillons or Crossguard
20 Grip (usually not visible as it's in the characters hand)
21 Blade or major portion of weapon
32 Shield hub
34 Shield panelling
37 Shield rim
48 Helm ornamentation - i.e. wings
49 Helm ornamentation - i.e. feathers/horsehair
50 Helm ornamentation - i.e. feathers/horsehair
52 Unknown but listed in helm01
53 Helm - the main covering

#53 (0x35) Graphics: Animation Change Variants: IWD1 IWD2 PST
Parameter #1: Animation ID
Parameter #2: Type
Description:
Alters the animation of the targeted creature(s) to the animation specified by the Animation ID field, in the style specified by the Type field.
Known values for Animation ID are: (from ANIMATE.IDS – in decimal)
Known values for Type are:
  • 0 ⟶ Change target's animation to Animation ID (Low Priority)
  • 1 ⟶ Change target's animation to Source's Base Animation (Low Priority)
    • Normally used targeting oneself to reassert their base animation over previous op53,p2=0 effects.
  • 2 ⟶ Change target's animation to Animation ID (High Priority)
    • Has priority over other op53 effects using either p2=0 or p2=1, regardless of stacking order.
Important: Applied with Timing Modes 1/4/7, sets the creature's base animation, leaving no removable effect.

#54 (0x36) Stat: THAC0 Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: THAC0 = THAC0 + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: THAC0 = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: THAC0 = (THAC0 * 'Statistic Modifier' value) / 100
Note: This effect adjusts the base stat, rather than modified THAC0.

#55 (0x37) Death: Kill Creature Type Variants: PST
Parameter #1: IDS Entry
Parameter #2: IDS File
Description:
Kills the targeted creature(s) with HD less than those specified by the Dice values, if the target(s) match the IDS mask.
Known values for IDS File are:
IDS Entry is a value from the specified IDS file, indicating the specific creature type to affect.

#56 (0x38) Alignment: Invert Variants: PST
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Inverts the alignment of the targeted creature(s).
Important: Both parameters should be 0 (zero).

#57 (0x39) Alignment: Change Variants: PST
Parameter #1: Irrelevant
Parameter #2: Alignment
Description:
Alters the alignment of the targeted creature(s) to the value specified by Alignment.
Known values for Alignment are:
  • 00 ⟶ None
  • 17 ⟶ Lawful Good
  • 18 ⟶ Lawful Neutral
  • 19 ⟶ Lawful Evil
  • 33 ⟶ Neutral Good
  • 34 ⟶ True Neutral
  • 35 ⟶ Neutral Evil
  • 49 ⟶ Chaotic Good
  • 50 ⟶ Chaotic Neutral
  • 51 ⟶ Chaotic Evil

#58 (0x3A) Cure: Dispellable Effects (Dispel Magic) Variants: BGEE
Parameter #1: Level
Parameter #2: Type
Description:
Dispels magic from the targeted creature(s) (excepting magical weapons eg. Spirtual Hammer). Depending on the value of the 'Type' field, the 'Level' field can be used to set the level of the effect.
Known values for 'Type' are:
  • 0 ⟶ Always dispel
  • 1 ⟶ Use Caster Level
  • 2 ⟶ Use 'Level' field

With 'Type' of 1 or 2, the base chance of successfully dispelling is 50%. This chance is modified by the relative levels of the dispeller to the caster. Each level below gives a -10% chance, each level above gives a +5% chance. There is always a 1% chance of success or failure.

#59 (0x3B) Stat: Stealth Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Stealth = Stealth + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Stealth = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Stealth = (Stealth * 'Statistic Modifier' value) / 100
Note: In BG2 and EEs, this effect alters the Move Silently skill.
Important: Timing Modes 1/4/7 permanently alter the creature's Move Silently score, leaving no removable effect.
Note: (EE only) When Type = 0 and Timing Mode = 9, it modifies MOVESILENTLYMTPBONUS. The final value for this stat is multiplied by its percentage entry in THIEFSCL.2DA, capped to the range [0,255], before being included in the creature’s Move Silently score.

#60 (0x3C) Stat: Miscast Magic Variants: BG2 IWD1
Parameter #1: Percent Chance
Parameter #2: Type
Description:
The targeted creature(s) will fail to cast the type of spell specified by the 'Type' field, 'Percent Chance' percent of the time.
Known values for 'Type' are:
0 Mage Spells
1 Cleric Spells

#61 (0x3D) Crash Variants: BGEE IWD2
Parameter #1: Undefined
Parameter #2: Undefined
Description:
Warning: This effect crashes the game.
Note: This effect has previously been referenced as Alchemy.

#62 (0x3E) Spell: Priest Spell Slots Modifier Variants: IWD1
Parameter #1: Slot Amount Modifier
Parameter #2: Spell Level
Description:
Alters the number of priest spell slots available to the targeted creature(s), as specified by the Slot Amount Modifier field, at the level specified by the Spell Level field.

Known values for Spell Level are:
  • 0 ⟶ Double spells
    • The amount of spell slots is doubled for the level specified by the Slot Amount Modifier value and all levels below
  • BIT0 ⟶ Level 1
  • BIT1 ⟶ Level 2
  • BIT2 ⟶ Level 3
  • BIT3 ⟶ Level 4
  • BIT4 ⟶ Level 5
  • BIT5 ⟶ Level 6
  • BIT6 ⟶ Level 7
  • BIT9 ⟶ Double spells
    • The amount of spell slots is doubled exclusively for the level specified by Slot Amount Modifier

The target creature(s) must have at least 1 slot at the selected level to have their slot count changed.

Negative slots start at 65535 (-1), and go from there. Even though the spellbook has room to display only 12 slots at once, the slots are still there and usable.

Slot Amount Modifier can be positive or negative.

Note:
  • If the number of current spell slots is 1:
    • applying a -1 modifier will result in zero current slots and prevent further applications of this opcode from altering spell slots (until this effect terminates or is removed, or the base amount changes).
    • applying a -2 modifier instead would bypass zero and result in 65535 (-1). Then applying a +1 modifier would result in zero current slots and a repeat of the above.
  • Regardless of whether the value can be altered, the effect is still attached to the creature, rather than being discarded entirely. They can still take effect should the creature's base spell slots be altered (such as from leveling up).
  • Applying multiple effects in increments of -1 will insure that spell slots do not go below zero (and thus will not wrap around to maximum).

#63 (0x3F) State: Infravision
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Gives the targeted creature(s) infravision and sets STATE_INFRAVISION.
Important: Both parameters should be 0 (zero).
Info: STATE_INFRAVISION specs:
While a creature with Infravision is currently selected,
  • all visible creatures with body heat that are currently in a "shadowed" part of the area receive a "warm" (red-shifted) overlay
  • body heat is determined by a creature's animation (INI file) using detected_by_infravision=1, or by opcode #342 (p1=1 & p2=1)
  • "shadowed" is determined by each area's Light Map "AR####LM.BMP"
    • Some areas have a separate Light Map for "nighttime" hours, "AR####LN.BMP"

#64 (0x40) State: Remove Infravision
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes infravision from the targeted creature(s).
This effect ignores durations attributed to it.
Note: This will not remove racial infravision.
Important: Both parameters should be 0 (zero).

#65 (0x41) Overlay: Blur
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the blur effect to the targeted creature(s) and sets STATE_BLUR. Graphical displacement is affected by movement rate.
Important: Both parameters should be 0 (zero).
Note:
  • STATE_BLUR will maintain the effects of this opcode, once this opcode expires, but only until you save & reload.
  • If you set STATE_BLUR on a CRE file, it won't do anything by itself.
  • If you later apply opcode #65 to the creature, once it expires, the blur visual will remain until you save & reload, but will no longer update based on your movement rate (it will remain stuck at whatever it was when the opcode expired).

#66 (0x42) Graphics: Transparency Fade Variants: IWD1 PST
Parameter #1: Fade Amount
Parameter #2: Visual Effect
Description:
Fades the targeted creature(s) by the value in the amount specified by the Fade Amount field in the style specified by the Visual Effect field.
Known values for Fade Amount are:
  • 0 ⟶ Fully visible
  • ...
  • 255 ⟶ Fully transparent

A creature's TRANSLUCENT stat is stored in a single byte (0-255) on the CRE file.
This opcode only reads the first byte (out of four) of Fade Amount, so the value will always be 0-255.

Known values for Visual Effect are:
  • 0 ⟶ Draw instantly
  • 1 ⟶ Fade in
  • 2 ⟶ Fade out

Visual Effect = 0 sets the TRANSLUCENT stat directly, based on the timing mode.
Visual Effect = 1 and Visual Effect = 2 call a hardcoded process that decreases/increases the TRANSLUCENT stat by Fade Amount every tick, until it reaches 0/255.

Note:
  • Any transparency inherit in the animation (see for instance 7703.INI — SHADOW) will stack with that of the TRANSLUCENT stat.
    • It's likely multiplied (so that 50% * 50% = 25%), or something similar, but not additive.
  • On EE games, If you have the game option "Sprite Outlines" enabled, TRANSLUCENT values 1 - 127 are treated as 0.
    • If you also have the game option "Highlight selected sprites" enabled, TRANSLUCENT values 1 - 127 will display correctly, but only while the mouse is over the creature.

#67 (0x43) Summon: Creature Summoning Variants: IWD2 PST
Parameter #1: Irrelevant
Parameter #2: Mode
Description:
Summons a creature, with position and EA based on the Mode field. The Resource key should be set to the filename of the creature to summon.
Known values for Mode are:
Mode Position EA
0, 1 effect align with target creature
3 target creature align with target creature
4 target creature CRE file
5 effect align against target creature
2, else effect CRE file
Info: Mode details:
  • Position:
    • 3, 4 ⟶ summon at target creature's position
    • else ⟶ summon at effect position
  • EA:
    • 0, 1, 3 ⟶ align with target creature:
      • target creature EA ≤ GOODCUTOFF (30) ⟶ summon as ALLY (4)
      • target creature EA ≥ EVILCUTOFF (200) ⟶ summon as ENEMY (255)
      • else ⟶ summon as CRE file
    • 5 ⟶ align against target:
      • target creature EA ≤ GOODCUTOFF (30) ⟶ summon as ENEMY (255)
      • target creature EA ≥ EVILCUTOFF (200) ⟶ summon as ALLY (4)
      • else ⟶ summon as CRE file
Bug: Mode = 5 fails to make creatures summoned as ALLY (4) controllable. This is fixed upon reload.
Info:
  • (EE only) Resource 2 (external EFFs): Animation VVC/BAM file to be played at the summoned creature's location.
    Default is a hardcoded VVC using "SPBOOM.BAM" and palette #65. This is generally used as the "portal" animation.
  • (EE only) Resource 3 (external EFFs): Animation VVC/BAM file to be played at the location of the ability target.
  • Applies an opcode #271 to the summoned creature based on the duration of the Resource 2 (not exact). Creature will not appear/spawn until this animation finishes.
  • Applies a delayed opcode #215 with resource = "SPGFLSH1" to the summoned creature, delayed duration = 5 ticks less than the opcode #271.
  • Applies a delayed opcode #68 to the summoned creature based on effect duration (unless permanent).
  • When summoned, any temporary changes (such as from equipped items) to the creature's gender are made permanent.

#68 (0x44) Summon: Unsummon Creature
Parameter #1: Text Notification
Parameter #2: Irrelevant
Description:
Unsummons a creature, with feedback controlled by Text Notification.
Known values for Text Notification are:
  • 0 ⟶ No text notification
  • 1 ⟶ Show text notification
Note: At least in BG2 and EEs, the Resource key should be set to the filename of the animation to play when unsummoning the creature, and defaults to "SPGFLSH1" if left empty.
Note:
  • Has no effect on Party Members.
  • Moves the targeted creature(s) to area ".ARE" (a non-existant area). This deletes non-global creatures from the game.
  • Global creatures can still be recovered through scripts actions, such as MoveGlobalObject().

#69 (0x45) Protection: From Detection (Non-Detection)
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the non-detection effect to the targeted creature(s), setting STATE_NONDETECTION while active. This effect is negated by opcode #70. While in the non-detection state, the creature is immune to opcode #47 and opcode #116, though they are affected by effects that remove illusionary protections by school or secondary type.
Important: Timing Modes 1/4/7 will permanently set the creature's STATE_NONDETECTION flag, leaving no removable effect. This flag is not cleared on death.

#70 (0x46) Cure: Non-Detection Variants: IWD2 PST
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes opcode #69 and the STATE_NONDETECTION flag from the targeted creature(s).
This effect ignores durations attributed to it.

#71 (0x47) IDS: Sex Change
Parameter #1: Gender Modifier
Parameter #2: Type
Description:
Alters the gender of the targetted creature(s) to the value specified by the Gender Modifier field, in the style specified by the Type value.
Known values for Type are:
  • 0 ⟶ Reverse Gender
  • 1 ⟶ Flat Value Modifier: Gender = 'Statistic Modifier' value (values from GENDER.IDS)


The effect modifies SEX_CHANGED.
Note:
  • Reverse Gender also switches the second BIT of the lower BYTE of the creature's animation, which (for PC races), will switch between their male/female animations (0x60000x6010).
  • Other races can be setup this way, but do not occupy the necessary animation slots by default.
    For instance, VAMPIRE is 0x7F12, VAMPIRE_FEMALE is 0x7F22 (Male should be 0x7F02 and female 0x7F12 for it to work).

#72 (0x48) IDS: Set IDS State Variants: IWD2 PST BG2
Parameter #1: IDS Entry
Parameter #2: IDS File
Description:
Alters the IDS state of the targeted creature(s) specified by the 'IDS File' field, to the value specified by the 'IDS Entry' field.
Known values for 'IDS File' are:
1 Generic
2 Race
3 Class
4 Specific
5 Gender
6 Align
If 'IDS File' is 0, the EA state of the target is altered. The values used do not match ea.ids, use the values below for 'IDS Entry':
0 Friendly (green circle)
64 Neutral (blue circle)
255 Hostile (red circle)

#73 (0x49) Stat: Extra Damage Modifier Variants: IWD1
Parameter #1: Statistic Modifier
Parameter #2: Modifier Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field. The effect is an additive modifier, like adding +10 damage.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Damage = Damage + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Damage = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Damage = (Damage * 'Statistic Modifier' value) / 100
Note: PST treats all Type values above 1 as 1 – it does not support the percentage modifier.

#74 (0x4A) State: Blindness Variants: BG2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the blindness effect to the targeted creature(s). Does not affect PC's.

#75 (0x4B) Cure: Blindness
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the blindness effect and the STATE_BLIND flag from the targeted creature(s).
This effect ignores durations attributed to it.
Important: Both parameters should be 0 (zero).

#76 (0x4C) State: Feeblemindedness Variants: IWD2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the feeblemind effect to the targeted creature(s) – creatures are unselectable, immobile and do not respond to combat. Maintains the target's Intelligence to 3 (stacks normally with opcode #19).
Important: A creature's scripts do not run while the creature is feebleminded.

#77 (0x4D) Cure: Feeblemindedness
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the feeblemind effect and the STATE_FEEBLEMINDED flag from the targeted creature(s).
This effect ignores durations attributed to it.
Important: Both parameters should be 0 (zero).

#78 (0x4E) State: Disease Variants: BG2 BGEE IWD1 PST
Parameter #1: Damage
Parameter #2: Type
Description:
Set the Damage parameter as the amount of damage, and the Disease Type parameter as how the disease functions.
Known values for 'Type' are:
0 Hit Points per Second
1 No effect?
2 Hit Points per Second
3 1 Hit Point per 'Damage'
4 Strength Penalty
5 Dexterity Penalty
6 Constitution Penalty
7 Intelligence Penalty
8 Wisdom Penalty
9 Charisma Penalty

'Damage' can be positive (penalty) or negative (bonus).
Important: Permanent timing modes require a duration for this effect to work.

#79 (0x4F) Cure: Disease
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the disease and feeblemind effects from the targeted creature(s).
This effect ignores durations attributed to it. It also unsets the feeblemind state bit.
Important: Both parameters should be 0 (zero).

#80 (0x50) State: Deafness Variants: IWD2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the Deafness effect on the targeted creature(s) – creatures suffer a casting failure rate of 50% (20% in bg1, unknown in iwd1). The casting failure rate refers to Wizard and Priest spells only. This is cumulative with Miscast Magic.
Warning: PST: it is unclear if this effect exist or does anything!
Info: Maintains DEAFENED on the target (EE only).

#81 (0x51) Cure: Deafness
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the deafness effect from the targeted creature(s).
This effect ignores durations attributed to it.
Important: Both parameters should be 0 (zero).
Warning: PST: it is unclear if this effect exists or does anything!

#82 (0x52) Set AI Script Variants: PST
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Sets the script type specified by the Type value to the contents of the resource key.
Known values for Type are:
  • 0 ⟶ OVERRIDE
  • 1 ⟶ AREA
  • 2 ⟶ SPECIFICS
  • 4 ⟶ CLASS
  • 5 ⟶ RACE
  • 6 ⟶ GENERAL
  • 7 ⟶ DEFAULT
Warning: This effect can unset scripts from a creature, which can break the game.
Note:
  • Effect is always instantaneous/delayed.
  • AREA and SPECIFICS can only be set on non-global creatures (not potential party members or familiars), and are lost upon saving & reload.

#83 (0x53) Protection: From Projectile Weapon Variants: IWD1 IWD2 PST BG2
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Protects from the projectile specified by the 'Type' field.
Known values for 'Type' are:
04 Arrow
09 Axe
14 Bolt
19 Bullet
26 Throwing Dagger
34 Dart
64 Gaze (thac0 bonus of 32767)

#84 (0x54) Stat: Magical Fire Resistance Modifier Variants: IWD1 IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTMAGICFIRE.

#85 (0x55) Stat: Magical Cold Resistance Modifier Variants: IWD1 IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTMAGICCOLD.

#86 (0x56) Stat: Slashing Resistance Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTSLASHING.

#87 (0x57) Stat: Crushing Resistance Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTCRUSHING.

#88 (0x58) Stat: Piercing Resistance Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTPIERCING.

#89 (0x59) Stat: Missiles Resistance Modifier Variants: IWD2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Resistance = Resistance + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Resistance = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Resistance = (Resistance * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies RESISTMISSILE.

#90 (0x5A) Stat: Open Locks Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Skill = Skill + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Skill = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Skill = (Skill * 'Statistic Modifier' value) / 100
Important: Timing Modes 1/4/7 permanently alters the creature's Open Locks score, leaving no removable effect.
Note: (EE only) When Type = 0 and Timing Mode = 9, it modifies LOCKPICKINGMTPBONUS. The final value for this stat is multiplied by its percentage entry in THIEFSCL.2DA, capped to the range [0,255], before being included in the creature’s Open Locks score.

#91 (0x5B) Stat: Find Traps Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Skill = Skill + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Skill = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Skill = (Skill * 'Statistic Modifier' value) / 100
Important: Timing Modes 1/4/7 permanently alters the creature's Find Traps score, leaving no removable effect.
Note: (EE only) When Type = 0 and Timing Mode = 9, it modifies TRAPSMTPBONUS. The final value for this stat is multiplied by its percentage entry in THIEFSCL.2DA, capped to the range [0,255], before being included in the creature’s Find Traps score.

#92 (0x5C) Stat: Pick Pockets Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Skill = Skill + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Skill = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Skill = (Skill * 'Statistic Modifier' value) / 100
Important: Timing Modes 1/4/7 permanently alters the creature's Pick Pockets score, leaving no removable effect.
Note: (EE only) When Type = 0 and Timing Mode = 9, it modifies PICKPOCKETMTPBONUS. The final value for this stat is multiplied by its percentage entry in THIEFSCL.2DA, capped to the range [0,255], before being included in the creature’s Pick Pockets score.

#93 (0x5D) Stat: Fatigue Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Fatigue = Fatigue + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Fatigue = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Fatigue = (Fatigue * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies FATIGUE.

#94 (0x5E) Stat: Drunkenness Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Drunkenness = Drunkenness + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Drunkenness = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Drunkenness = (Drunkenness * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies INTOXICATION.

#95 (0x5F) Stat: Tracking Skill Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Skill = Skill + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Skill = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Skill = (Skill * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies TRACKING.

#96 (0x60) Stat: Level Change Variants: BG2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
THAC0, saving throws, turn undead level and thief skills are not affected. Spell slots and selection are not affected (though casting level is). Single/dual class characters gain 2 HP/level, multi-class characters gain 1 HP/level. Warriors gain an extra 1/2 attack at levels 7 and 13. Gaining any XP while at the altered level makes the level change permanent.
Known values for 'Type' are:
0 Cumulative Modifier -> Level = Level + 'Statistic Modifier' value
1 Flat Value Modifier -> Level = 'Statistic Modifier' value
2 Percentage Modifier -> Level = (Level * 'Statistic Modifier' value) / 100

#97 (0x61) Stat: Exceptional Strength Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Exceptional Strength = Exceptional Strength + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Exceptional Strength = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Exceptional Strength = (Exceptional Strength * 'Statistic Modifier' value) / 100

Statistic Modifier can be positive or negative.

The effect modifies STREXTRA.

#98 (0x62) HP: Regeneration Variants: BGEE IWD1 IWD2 PST
Parameter #1: Regeneration Amount
Parameter #2: Type
Description:
Restores HP to the value of 'Regeneration Amount' in the style specified by the 'Type' field, to the targeted creature(s).
Known values for 'Type' are:
0 Restore 'Regeneration Amount' per second
1 Restore 'Regeneration Amount' as a percentage of total HP
2 Restore 'Regeneration Amount' HP every second
3 Restore 1HP every 'Regeneration Amount' seconds
4 Restore Param 3 HP every Param 1 seconds

Warning: ‘Type’ values greater or equal to 5 will crash the game!
Important: Permanent timing modes require a duration for this effect to work.

#99 (0x63) Spell Effect: Duration Modifier
Parameter #1: Duration Modifier
Parameter #2: Type
Description:
Alters spell durations of the targeted creature(s), to the percentage specified by the Duration Modifier field, affecting the spell type specified by the Type field. Timing mode 0 is the only timing mode reliably affected. Timings handled through PRO files are ignored.
For instance:
  • Duration Modifier = 0 ⟶ Spells have no duration
  • Duration Modifier = 100 ⟶ Spells have normal duration
  • Duration Modifier = 200 ⟶ Spells have double duration

Known values for Type are:
  • 0 ⟶ Mage
  • 1 ⟶ Priest
  • 2 ⟶ Bard Song (EE only)

The effect modifies SPELLDURATIONMODMAGE and SPELLDURATIONMODPRIEST.
Note: Durations handled by Static Charge are unaffected (EE only).
Note: Not seen to work in BG1.

#100 (0x64) Protection: from Creature Type Variants: IWD2
Parameter #1: IDS Entry
Parameter #2: IDS File
Description:
Gives the targeted creature(s) protection from the creature type specified by the IDS File and IDS Entry fields.
Known values for IDS File are:
To be protected from any creature, leave IDS Entry at 0 (zero), and IDS File at 2. Protection will grant the bearer immunity from being attacked, cast a spell at, or otherwise targeted by creatures with this type.

#101 (0x65) Protection: from Opcode
Parameter #1: Irrelevant
Parameter #2: Opcode
Description:
Gives the targeted creature(s) protection from the opcode specified by the Opcode field.

#102 (0x66) Spell: Immunity (by Power Level)
Parameter #1: Spell Level
Parameter #2: Irrelevant
Description:
Gives the targeted creature(s) protection from effects (opcodes) whose Power attribute is equal to Spell Level (range: 0 – 9).
Info:
  • Each application of this opcode only protects against its specified Spell Level, not "up to" it.
  • Each effect in a spell/item is checked separately by this opcode.
  • CAN block effects of Secondary Type MagicAttack.
  • CAN block EFF files with resist_dispel = BIT2.
    • Keep in mind that this BIT is automatically set on any effect delivered by an Area-Effect (Explosion) projectile, so this opcode can deflect effects through AoE projectiles.
  • CANNOT block non-hostile effects from self.
Note: EFF files delivered by opcode #177/opcode #283 will interact with Deflection separately from the opcode #177/opcode #283 effect that applies them, and only if that opcode #177/opcode #283 effect already got through. If the opcode #177/opcode #283 effect is deflected, then the values in the EFF file won’t matter. Most vanilla EFF files have these fields set to empty/zero to avoid interacting with this opcode.

#103 (0x67) Text: Change Name
Parameter #1: String Reference
Parameter #2: Irrelevant
Description:
Alters the name of the targeted creature(s) to the strref specified by the String Reference field. When used with a duration timing, after the duration, the name will be set to a blank entry.

#104 (0x68) Stat: Experience Points
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: XP = XP + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: XP = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: XP = (XP * 'Statistic Modifier' value) / 100


The effect modifies XP.

#105 (0x69) Stat: Gold Variants: BG2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Gold = Gold + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Gold = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Gold = (Gold * 'Statistic Modifier' value) / 100


The effect modifies party gold or GOLD for everyone else.
Note: Type=0 can only remove gold. Gold amount has a lower bound of 0.
Note: PST does not support the percentage modifier type (unknown what it actually does).

#106 (0x6A) Stat: Morale Break Modifier
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Morale Break = Morale Break + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Morale Break = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Morale Break = (Morale Break * 'Statistic Modifier' value) / 100


The effect modifies MORALEBREAK.

#107 (0x6B) Portrait Change
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Sets the portrait of the targeted creature(s) to that specified in the resource key, based on the Type value. This effect ignores durations attributed to it.
Known values for Type are:
  • 0 ⟶ Small portrait
  • 1 ⟶ Large portrait

#108 (0x6C) Stat: Reputation
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Sets the individual reputation of the targeted creature(s) to the value specified by the Statistic Modifier field in the style specified by the Type field.
This does not affect the main reputation of the Party, unless Type 3-5 are used. Though it can affect ranger/paladinhood of any target.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Reputation = Reputation + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Reputation = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: Reputation = (Reputation * 'Statistic Modifier' value) / 100
  • 3 ⟶ Increment Party Reputation by 10 * 'Statistic Modifier', cannot lower reputation below 100, will raise reputation to 100 if already less (only in EEs)
  • 4 ⟶ Party Reputation = 'Statistic Modifier' value, cannot lower reputation below 100, will raise reputation to 100 if already less (only in EEs)
  • 5 ⟶ Party Reputation = (Party Reputation * 'Statistic Modifier' value) / 100, cannot lower reputation below 100, will raise reputation to 100 if already less (only in EEs)
The effect modifies REPUTATION.

#109 (0x6D) State: Hold Variants: BG2 BGEE PST
Parameter #1: IDS Entry
Parameter #2: IDS File
Description:
Applies the hold effect to the targeted creature(s), if the targeted creature(s) match the value specified by the 'IDS Entry' field, in the specified 'IDS File'.
Known values for 'IDS File' are:
2 EA.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids

#110 (0x6E) (Retreat From) Variants: IWD2 PST BG2
Parameter #1: Undefined
Parameter #2: Undefined
Description:
The use of this effect is unknown, and effect of its parameters are undefined.
Warning: This effect has never been seen to work.

#111 (0x6F) Item: Create Magical Weapon
Parameter #1: Amount
Parameter #2: Irrelevant
Description:
Creates the item specified by the resource key. The number of items created is controlled by the Amount field. The item is created in the Magical Weapon Slot.
Important: The Magical Weapon Slot does not allow Item Abilities.
Warning: The resource field should not be empty, or the game will crash (not consistently, but it happens).
Info: The dispel bit of opcode #111 has no bearing on the item it creates. Its only function comes up when the opcode #111 effect is delayed — the effect can be dispelled before it triggers (see also undispellable and opcode #58).

#112 (0x70) Item: Remove Item Variants: BGEE
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes a single instance (or stack) of the item specified by the resource key from the targeted creature(s). Items in container items (e.g. Bags of Holding) will not be removed. If a creature has multiple instances of the item, the one in the lowest slot number (see SLOTS.IDS) is removed. "EFF_M02" is hard-coded to play when an item is removed. This effect should be used to remove equipped items (use opcode #123 for inventory items).

#113 (0x71) Item: (Equip Weapon) Variants: BG2
Parameter #1: Undefined
Parameter #2: Undefined
Description:
The use of this effect is unknown, and effect of its parameters are undefined.

#114 (0x72) Graphics: Dither Variants: IWD1
Parameter #1: Undefined
Parameter #2: Undefined
Description:
Sets IDENTIFYMODE to 1.
Affected creature will be visible, targetable, and if controlled, selectable and orderable within the semi-transparent fog of war, but not within the black shroud.

#115 (0x73) Detect: Alignment Variants: IWD2
Parameter #1: Irrelevant
Parameter #2: Alignment Mask
Description:
Detects the alignment specified by the Alignment Mask field.
Known values for Alignment Mask are:
  • 0 ⟶ Evil (glow Red)
  • 1 ⟶ Neutral (glow Blue)
  • 2 ⟶ Good (glow Green)

#116 (0x74) State: Cure Invisibility
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes invisibility from the targeted creature(s). Also removes STATE_INVISIBLE and STATE_IMPROVEDINVISIBILITY.
This effect ignores durations attributed to it.
Important: Both parameters should be 0 (zero).
Info:
  • The only difference between this opcode and opcode #47 is their index – you can block one with opcode #101 without blocking the other. That's it.
  • Both remove the same effects/STATEs, both are blocked by opcode #69.
  • They might have been intended for identical function, different uses, similar to opcodes #5/#241 (Charm), but it never happened.
  • Opcode #116 is used extensively because the original BG1 used it, and didn't use opcode #47 at all.

#117 (0x75) Spell Effect: Reveal Area Variants: IWD2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Reveals the current area.
Note: It does not remove the fog of war.

#118 (0x76) Detect: (Show Creatures) Variants: BG2
Parameter #1: Undefined
Parameter #2: Undefined
Description:
The use of this effect is unknown, and effect of its parameters are undefined.
Warning: This effect has never been seen to work.

#119 (0x77) Spell Effect: Mirror Image Variants: IWD1
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the Mirror Image effect to the targeted creature(s). The number of images is dicated by the level of the caster.
The exact formula is 'Parameter1' = 2 + ('Caster Level of the spell containing op119' / 3).
Info:
  • A Wizard spell with op119 will use the caster's Wizard Casting Level.
  • A Priest spell with op119 will use the caster's Priest Casting Level.
  • An Innate spell with op119 will use the caster's Innate Casting Level.
Note: A side note about non-spellcaster classes:

A Mirror Image scroll used by a Thief with HLA Use Any Item will use the level 10 duration, but the level 1 Image count.
The scroll casts the spell at level 10, but the opcode checks the caster’s Wizard Caster Level (which for a Thief is 1).

#120 (0x78) Protection: from Weapons
Parameter #1: Enchantment
Parameter #2: Type
Description:
Gives the targeted creature(s) immunity to weapons as specified by the Type field. The Enchantment field is used if Type is set to 0.
Known values for Type are:
  • 0 ⟶ Enchanted
  • 1 ⟶ Magical
  • 2 ⟶ Non-Magical
  • 3 ⟶ Silver
  • 4 ⟶ Non-Silver
  • 5 ⟶ Non-Silver / Non-Magical
  • 6 ⟶ Two-Handed
  • 7 ⟶ One-Handed
  • 8 ⟶ Cursed
  • 9 ⟶ Non-Cursed
  • 10 ⟶ Cold Iron
  • 11 ⟶ Non Cold Iron
Info: Keep in mind that:
  • Protected weapons will still trigger HitBy(), but will not interact with Mirror Image or Stone skins.
  • Blocks weapon damage, on-hit effects of the weapon, opcode #248 and opcode #249, regardless of the effects target.
  • Area-effect projectiles (f.i. Arrow of Detonation) only check for Weapon Immunity on the attacked target, and use that result for all caught within their area of effect.

#121 (0x79) Empty:
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
This opcode has no effect. Sometimes known as "Graphics: (Visual Animation Effect)".
Note: It is still processed, so it will still interact with Spell Turning/Deflection/etc… just like any other effect.

#122 (0x7A) Item: Create Inventory Item Variants: IWD2 BG2
Parameter #1: Charges
Parameter #2: Irrelevant
Description:
Creates a single instance of the item specified by the resource key. The item is created in the Inventory.
Important: This opcode only works when used with a delayed timing mode (4).

#123 (0x7B) Item: Remove Inventory Item
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the item specified by the resource key from the targeted creature(s). This effect should be used to remove inventory items (use opcode #112 for equipped items).
In particular:
  • Removes all item(s) in the first slot containing the specified resource key from the targeted creature(s).
  • Items in container items (e.g. Bags of Holding) will not be removed.
  • Inventory slots are checked in numerical order from SLOTS.IDS.

#124 (0x7C) Spell Effect: Teleport (Dimension Door) Variants: IWD1 PST
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Teleports the targeted creature(s) in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Default
  • 1 ⟶ Source to Target
  • 2 ⟶ Return to Saved Location
  • 3 ⟶ Exchanged Source and Target
Info: Return to Saved Location: Teleport effect target to the coordinates stored by SetHomeLocation(P:Point*) for that creature. Defaults to (0.0) if not set.

#125 (0x7D) Spell Effect: Unlock (Knock)
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the knock effect to the targeted creature(s).
Important: Both parameters should be 0 (zero).
Important: It is automatically successful but only works on locks that can normally be picked with the Open Locks skill.

#126 (0x7E) Stat: Movement Modifier Variants: PST
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
The engine allows values for Statistic Modifier from 0 (immobile) to 255 (instantaneous), though behaviour is only consistent in the range 0 – 30.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Movement = Movement + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Movement = 'Statistic Modifier' value
  • 2 ⟶ Non-stacking Percentage Modifier: Movement = (Movement * 'Statistic Modifier' value) / 100
  • 5 ⟶ Multiplicative Stacking Percentage Modifier: Movement = (Movement * 'Statistic Modifier' value) / 100 (EE only)
Note: BG1 does not support the cumulative modifier and will behave as if in flat modifier mode.
Info: A couple of examples about Multiplicative Stacking Percentage Modifier:
  • 50% * 50% = 25%
  • 150% * 150% = 225%

#127 (0x7F) Summon: Monster Summoning Variants: IWD2 PST
Parameter #1: Number
Parameter #2: Type
Special: Mode
Description:
Summons a number of monsters.
Each CRE file has a Creature Power Level number. The amount of monsters summoned by this effect depends on this value, the special parameter and if it's used in SPL / ITM or from an external EFF.
When used in SPL/ITM files, known value for Mode are:
When used in external EFF files, known value for Mode are:
The Type field sets which 2DA file to pick the creatures to summon from. The 2da files are monsumX and anisumX, where X = 'Type' + 1. 0–4 are allied , 5–9 are hostile. The specific 2da files used are:
  • 0 ⟶ MONSUM01: Monster Summon 1
  • 1 ⟶ MONSUM02: Monster Summon 2
  • 2 ⟶ MONSUM03: Monster Summon 3
  • 3 ⟶ ANISUM01: Animal Summon 1
  • 4 ⟶ ANISUM02: Animal Summon 2
  • 5 ⟶ MONSUM01: Monster Summon 1 Hostile
  • 6 ⟶ MONSUM02: Monster Summon 2 Hostile
  • 7 ⟶ MONSUM03: Monster Summon 3 Hostile
  • 8 ⟶ ANISUM01: Animal Summon 1 Hostile
  • 9 ⟶ ANISUM02: Animal Summon 2 Hostile

A custom .2da file can be entered in the resource field (untested in bg1).
If used from an external effect (.eff), the vvc field controls the bam file played when summoning.

#128 (0x80) State: Confusion
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the confusion effect to the targeted creature(s). The creature will run around uncontrollable, randomly attacking.
Important: Timing Mode 1 will set STATE_CONFUSED without leaving behind a removable effect.
Info: STATE_CONFUSED specs:

#129 (0x81) State: Aid Variants: PST
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Description:
Applies a bless effect to the targeted creature(s).
In particular:
  • Grants a bonus/penalty to all Saving Throws equal to Statistic Modifier.
  • Grants a bonus/penalty to Current and Maximum Hit Points equal to 'Statistic Modifier'd8.
  • Grants a bonus/penalty to base THAC0 equal to Statistic Modifier.
  • Grants a bonus/penalty to base weapon damage equal to Statistic Modifier.
  • Saving throws, THAC0, and Damage modifiers read only the first byte of Statistic Modifier for their value, the last 3 bytes are ignored.
  • HP modifier uses the whole 4 bytes of Statistic Modifier.
  • HP modifier is always positive (negative values become zero), but because Max HP itself is not bounded, it can overflow into negative amounts (Max HP is 32767).
  • When used in external EFFs, Parameter2 controls the exact amount of HP gained.
Note:
  • While this opcode is "Non-Cumulative" (it sets values rather than increment), what it really does is stack in reverse standard order.
  • The base STATE set on the CRE file will override any effect applied to them (defaulting to a value of zero).
  • The oldest equipped effect will override newer equipped effects, and any equipped effect will override a non-equipped effect.
  • The oldest non-equipped effect will override newer non-equipped effects.
Testing in the original BG2 shows that if this opcode is used on an item with “while equipped” duration, it becomes “permanent” when the item is equiped. Meaning that one can equip/unequip the item multiple times to give more and more eg. maximum hitpoints.

#130 (0x82) State: Bless Variants: PST
Parameter #1: Modifier
Parameter #2: Irrelevant
Description:
Modifies the THAC0, damage and morale of the target creature(s) by the amount specified by the Modifier parameter.
In particular:
Note:
  • While this opcode is "Non-Cumulative" (it sets values rather than increment), what it really does is stack in reverse standard order.
  • The base STATE set on the CRE file will override any effect applied to them (defaulting to a value of zero).
  • The oldest equipped effect will override newer equipped effects, and any equipped effect will override a non-equipped effect.
  • The oldest non-equipped effect will override newer non-equipped effects.
Note: Modifier only reads the first byte for its value, the last 3 bytes are ignored.
Note: In IWD2 the effect is non-cumulative and also removes any Bane effects. This does not apply to Doom in other games.

#131 (0x83) State: Positive Chant Variants: IWD2
Parameter #1: Modifier
Parameter #2: Irrelevant
Description:
Applies the chant effect to the targeted creature(s).
This opcode has the same effects as opcode #22, but maintains its own separate STATE.
This opcode modifies LUCK.
Note: Multiple chant effects are not cumulative.
Note:
  • While this opcode is "Non-Cumulative" (it sets values rather than increment), what it really does is stack in reverse standard order.
  • The base STATE set on the CRE file will override any effect applied to them (defaulting to a value of zero).
  • The oldest equipped effect will override newer equipped effects, and any equipped effect will override a non-equipped effect.
  • The oldest non-equipped effect will override newer non-equipped effects.
Note: Modifier only reads the first byte for its value, the last 3 bytes are ignored.

#132 (0x84) State: Raise Strength, Constitution, & Dexterity Non-Cumulative
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Description:
Raises the strength, constitution and dexterity of the targeted creature(s) by the value specified by the Statistic Modifier field. A negative value of Statistic Modifier sets the Strength, Constitution and Dexterity of the targeted creature(s) to 25.
Note:
  • While this opcode is "Non-Cumulative" (it sets values rather than increment), what it really does is stack in reverse standard order.
  • The base STATE set on the CRE file will override any effect applied to them (defaulting to a value of zero).
  • The oldest equipped effect will override newer equipped effects, and any equipped effect will override a non-equipped effect.
  • The oldest non-equipped effect will override newer non-equipped effects.
Note: Statistic Modifier only reads the first byte for its value, the last 3 bytes are ignored.

#133 (0x85) Spell Effect: Luck Non-Cumulative
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Description:
Applies the luck effect to the targeted creature(s).
This opcode has the same effects as opcode #22, but maintains its own separate STATE.
This opcode modifies LUCK.
Note:
  • While this opcode is "Non-Cumulative" (it sets values rather than increment), what it really does is stack in reverse standard order.
  • The base STATE set on the CRE file will override any effect applied to them (defaulting to a value of zero).
  • The oldest equipped effect will override newer equipped effects, and any equipped effect will override a non-equipped effect.
  • The oldest non-equipped effect will override newer non-equipped effects.
Note: Statistic Modifier only reads the first byte for its value, the last 3 bytes are ignored.

#134 (0x86) State: Petrification
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the petrification effect to the targeted creature(s). This effects kills & removes PC's from the party, and ends the game if used on the Protagonist (not in IWDs or PST).
Important: Both parameters should be 0 (zero).
Note: Does not remove any other death STATEs from the creature (as opcode #13 does).
While the end result is otherwise the same as “Stoned Death” applied by opcode #13, this opcode does not actually utilize opcode #13 (internally or otherwise), unlike most (all?) other forms of death.
Info: STATE_STONE_DEATH specs:
  • Creature is NOT helpless – they still require an attack roll to be hit.
  • Creature is unselectable, Inventory is disabled.
  • Disables the creature's SPECIFIC script.
  • Creature may only take actions listed in both ACTSLEEP.IDS and INSTANT.IDS.
  • Any hostile action against the creature(s) applies an Exploding Stoned Death to them.
  • Kicked from party, retains Inventory, Overlay's Color Index 72 on the entire creature.

#135 (0x87) Graphics: Polymorph into Specific Variants: IWD2 PST BG2
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Polymorphs the targeted creature(s) into the creature specified by the resource key, in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Resistances/statistics gained, spell-casting disabled, colouring
1 No resistances/statistics gained, spell-casting enabled, colouring
2 No resistances/statistics gained, spell-casting enabled, no colouring

#136 (0x88) State: Force Visible
Parameter #1: Undefined
Parameter #2: Undefined
Description:
Renders the targeted creature(s) partially visible: removes normal invisibility, but not the improved invisibility state; the targeted is visible and attackable, but not targetable by spells.

The effect has no meaning on visible targets.
This effect has no duration.
Important: Leave both parameters at zero for this effect to work.

#137 (0x89) State: Negative Chant Variants: IWD2
Parameter #1: Modifier
Parameter #2: Irrelevant
Description:
Applies the chant effect to the targeted creature(s).
This opcode has the same effects as opcode #22, but maintains its own separate STATE.
This opcode modifies LUCK.

This opcode works as the reverse of Chant (positive values decrease Luck, negative values increase Luck).
Note:
  • While this opcode is "Non-Cumulative" (it sets values rather than increment), what it really does is stack in reverse standard order.
  • The base STATE set on the CRE file will override any effect applied to them (defaulting to a value of zero).
  • The oldest equipped effect will override newer equipped effects, and any equipped effect will override a non-equipped effect.
  • The oldest non-equipped effect will override newer non-equipped effects.
Note: Statistic Modifier only reads the first byte for its value, the last 3 bytes are ignored.

#138 (0x8A) Graphics: Character Animation Change Variants: IWD1 PST BG2
Parameter #1: Irrelevant
Parameter #2: Animation Sequence
Description:
The targeted creature(s) shows the animation sequence specified by the 'Animation Sequence' field.
Known values for 'Type' are:
1 Lay down (short)
2 Move hands (short)
3 Move hands (long)
4 Move shoulder (short)
5 Move shoulder (long)
6 Lay down (long)

#139 (0x8B) Text: Display String
Parameter #1: String Reference
Parameter #2: Irrelevant
Description:
Displays the strref specified by the String Reference value.
Info: At least in EE games, it is possible to colorize the string. In order to do so, follow the instructions concerning the colorization of the name of your character during Character Creation.

#140 (0x8C) Graphics: Casting Glow Variants: BGEE IWD2 PST
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Creates a 2D animation for casting glow. These effects are usually used for casting glows based on the spell school.
Known values for 'Type' are:
0 .. 8 = Crash
9 Casting Glow Aqua (Necromancy)
10 Casting Glow Blue (Alteration)
11 Casting Glow Gold (Enchantment)
12 Casting Glow Green (Abjuration)
13 Casting Glow Magenta (Illusion)
14 Casting Glow Purple (Conjuration)
15 Casting Glow Red (Invocation)
16 Casting Glow White (Divination)
17+ Crashes

#141 (0x8D) Graphics: Lighting Effects Variants: BGEE IWD2 PST
Parameter #1: Target
Parameter #2: Type
Description:
Shows the lighting effect (a .bam file) specified by the 'Type' value at the location specified by 'Target'. These effects are usually used for spell hits based on the spell school.
Known values for 'Target' are:
0 Current Location
Non-0 Target Location
Known values for 'Type' are:
0 aqua SHAIR
1 aqua SHEARTH
2 aqua SHWATER
3 *crash*
4 blue SHAIR
5 blue SHEARTH
6 blue SHWATER
7 *crash*
8 gold SHAIR
9 gold SHEARTH
10 gold SHWATER
11 *crash*
12 green SHAIR
13 green SHEARTH
14 green SHWATER
15 *crash*
16 magenta SHAIR
17 magenta SHEARTH
18 magenta SHWATER
19 *crash*
20 purple SHAIR
21 purple SHEARTH
22 purple SHWATER
23 *crash*
24 red SHAIR
25 red SHEARTH
26 red SHWATER
27 *crash*
28 white SHAIR
29 white SHEARTH
30 white SHWATER
31 *crash*
32 red MUSHROOM
33 grey MUSHROOM
34 green MUSHROOM
35 red PILLAR
36 white PILLAR
37 white SWIRL
38 Shadow Door (SPDIMDR) (BGs)
39 Finger of Death (SPFDEATH) (BG2)
40+ *crash* (BG2)

#142 (0x8E) Graphics: Display Special Effect Icon Variants: IWD1 IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Icon
Description:
Shows the icon specified by the 'Icon' field on the targeted creature(s) portrait.
All values are drawn directly from STATES.BAM in the GUIBam.bif starting at sequence 65.
Known values for 'Icon' are:
0 Charm
1 Dire Charm
2 Rigid Thinking
3 Confusion
4 Berserk
5 Intoxicated
6 Poisoned
7 Nauseated
8 Blind
9 Protection from Evil
10 Protection from Petrification
11 Protection from Missiles
12 Magic Armour
13 Held
14 Sleep
15 Shielded
16 Protection from Fire
17 Blessed
18 Chant
19 Free Action
20 Barkskin
21 Strength
22 Heroism
23 Invulnerable
24 Protection from Acid
25 Protection from Cold
26 Resist Fire/Cold
27 Protection from Electricity
28 Protection from Magic
29 Protection from Undead
30 Protection from Poison
31 Non-detection
32 Good luck
33 Bad luck
34 Silenced
35 Cursed
36 Panic
37 Resist Fear
38 Haste
39 Fatigue
40 Bard Song
41 Slow
42 Regenerate
43 Domination
44 Hopelessness
45 Greater Malison
46 Spirit Armour
47 Chaos
48 Feebleminded
49 Defensive Harmony
50 Champion's Strength
51 Dying
52 Mind Shield
53 Level Drain
54 Polymorph Self
55 Stun
56 Regeneration
57 Perception
58 Master Thievery

#143 (0x8F) Item: Create Item in Slot Variants: IWD2 PST
Parameter #1: Slot
Parameter #2: Irrelevant
Description:
Creates the item specified by the resource key in the slot specified by the Slot field, on the targeted creature(s).
Known values for Slot (from SLOTS.IDS) are:
  • 0 ⟶ AMULET
  • 1 ⟶ ARMOR
  • 2 ⟶ BELT
  • 3 ⟶ BOOTS
  • 4 ⟶ CLOAK
  • 5 ⟶ GAUNTLETS
  • 6 ⟶ HELMET
  • 7 ⟶ RING_LEFT
  • 8 ⟶ RING_RIGHT
  • 9 ⟶ SHIELD
  • 10 ⟶ FIST
  • 11 ⟶ AMMO
  • 15 ⟶ MISC
  • 35 ⟶ WEAPON
  • 11 ⟶ AMMO0
  • 12 ⟶ AMMO1
  • 13 ⟶ AMMO2
  • 14 ⟶ AMMO3
  • 15 ⟶ MISC0
  • 16 ⟶ MISC1
  • 17 ⟶ MISC2
  • 18 ⟶ MISC3
  • 19 ⟶ MISC4
  • 20 ⟶ MISC5
  • 21 ⟶ MISC6
  • 22 ⟶ MISC7
  • 23 ⟶ MISC8
  • 24 ⟶ MISC9
  • 25 ⟶ MISC10
  • 26 ⟶ MISC11
  • 27 ⟶ MISC12
  • 28 ⟶ MISC13
  • 29 ⟶ MISC14
  • 30 ⟶ MISC15
  • 31 ⟶ MISC16
  • 32 ⟶ MISC17
  • 33 ⟶ MISC18
  • 34 ⟶ MISC19 – Magical Weapon slot
  • 35 ⟶ WEAPON0
  • 36 ⟶ WEAPON1
  • 37 ⟶ WEAPON2
  • 38 ⟶ WEAPON3
Important: The Magical Weapon Slot does not allow Item Abilities.
Moreover, unlike opcode #111, this opcode will not "equip" the item that's created in this particular slot.
Note: When using a non-permanent timing mode, it applies a delayed opcode #123 effect based on the duration, but with an empty resource field, resulting in nothing being removed.

#144 (0x90) Button: Disable Button Variants: IWD1 IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Button
Description:
Disabled the button specified by the 'Button' field.
Known values for 'Button' are:
0 Stealth Button
1 Thieving Skill Button
2 Spell Select Button
3 First Quick Spell Button
4 Second Quick Spell Button
5 Third Quick Spell Button
6 Turn Undead Button
7 Talk Button
8 Use Item Button
9 First Quick Item Button
11 Second Quick Item Button
12 Third Quick Item Button
13 Innate Ability Button

#145 (0x91) Spell: Disable Spell Casting Abilities Variants: IWD2
Parameter #1: Irrelevant
Parameter #2: Spell Type
Special: Show message?
Description:
Disables spell casting abilities of the targeted creature(s), in the style specified by the Spell Type field.
Known values for Spell Type are:
Known values for Show message? are:
  • 0 ⟶ Yes
  • 1 ⟶ No

#146 (0x92) Spell: Cast Spell (at Creature) Variants: IWD2 PST
Parameter #1: Casting Level
Parameter #2: Type
Description:
Casts the spell specified by the resource key at the level specified by the Casting Level field, in the style specified by the Type field. A Casting Level of 0 casts at the level of the casting creature.
Known values for Type are:
  • 0 ⟶ Normal Casting at specified level (0 for caster level), non-interruptible
  • 1 ⟶ Cast Instantly at caster level
  • 2 ⟶ Cast Instantly at specified level (EE-only)
Important:
  • When this opcode gets reflected using Type=1, the spell specified by the resource key is cast at the target's Casting Level, not the caster's.
  • When this opcode gets reflected (opcode #197, opcode #198, opcode #199, opcode #202, opcode #203 and opcode #207) using Type=2, the spell specified by the resource key is cast at the specified Casting Level, and it will also affect the original target (as if it wasn't reflected).
Note:
  • When Type=2, effects in the resource will also bypass Magic Resistance, of every target, as if the caster targeted themselves, regardless of who they target with the spell or this effect.
    • Setting the Ignore Center bit in the subspell's projectile will force its effects to check Magic Resistance on every target, even if the caster did target themselves. Though as its primary function is to cause the projectile to ignore the caster (not "center"), it still won't affect them if it's area-effect.
Note: If the target is a container, the Type parameter is ignored and treated as 0.
Info: See opcode #326 for some peculiarities of projectile behaviour for Type=2.

#147 (0x93) Spell: Learn Spell Variants: BG2 IWD2 PST
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
The targeted creature(s) learn the spell specified by the resource key.

#148 (0x94) Spell: Cast Spell (at Point)
Parameter #1: Casting Level
Parameter #2: Type
Description:
Casts the spell specified by the resource key, at the level specified by the Casting Level field, in the style specified by the Type field. A Casting Level of 0 casts at the level of the casting creature.
Known values for Type are:
  • 0 ⟶ Normal Casting
  • 1 ⟶ Cast Instantly (ignore Casting Level)
Note: This opcode does not work if the target is a container in non-ee versions.
Info: This opcode should generally target Self. In particular:
  • The projectile of the subspell will originate from the target(s) of opcode #148.
  • If the SPL/ITM with opcode #148 targets a location, and doesn't have an area-effect projectile, there will be no target to cast on.
  • If the SPL/ITM with opcode #148 has an area-effect projectile, the spell in opcode #148 would be cast once for every valid target.
  • If this opcode uses the Cast Instantly option, then the target, not the caster, would cast the spell in opcode #148.

#149 (0x95) (Identify)
Parameter #1: Undefined
Parameter #2: Undefined
Description:
The use of this effect is unknown, and effect of its parameters are undefined.
Note: It is still processed, so it will still interact with Spell Turning/Deflection/etc… just like any other effect.

#150 (0x96) Spell Effect: Find Traps
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the find traps effect to the targeted creature(s).
Important: Both parameters should be 0 (zero).
Important: This effect is automatically successful, but can only find traps that are normally detectable by the Find Traps skill.

#151 (0x97) Summon: Replace Creature Variants: IWD2 PST
Parameter #1: Irrelevant
Parameter #2: Type
Description:
Replaces the targeted creature(s) with creature specified by the resource key, in the style specified by the Type value.
Known values for Type are:
  • 0 ⟶ Remove targeted creature via opcode #168
  • 1 ⟶ Kill targeted creature via opcode #13*p2=8 (Chunking death)
  • 2 ⟶ Kill targeted creature via opcode #13*p2=4 (Normal death)
  • 3 ⟶ No effect on targeted creature – New creature (specified by the resource key) is spawned at target's location
Note: Experience is given as normal for a kill (the party still has to be the one applying the effect to earn experience).

#152 (0x98) Spell Effect: Play Movie Variants: IWD1 IWD2 PST BG2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Plays the movie specified by the resource key.
Known movies are:
wyvvern
beregost
BG4LOGO
TSRLOGO
BILOGO
INFELOGO
INTRO
DEATHAND
REST
FRARMINN
BEREGOST
NASHKELL
GNOLL
BGENTER
IRONTHRN
CAMP
SEWER
BGSUNSET

#153 (0x99) Overlay: Sanctuary Variants: BGEE
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the sanctuary effect to the targeted creature(s).

This effect sets stat #63 (SANCTUARY) to 1.
Important: Both parameters should be 0 (zero).

#154 (0x9A) Overlay: Entangle Variants: BGEE
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the entangle visual effect to the targeted creature(s). Does not actually prevent the target from moving.

This effect sets stat #62 (ENTANGLE) to 1.
Important: Both parameters should be set to 0.

#155 (0x9B) Overlay: Minor Globe Variants: BGEE IWD2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the minor globe visual effect to the targeted creature(s).

This effect sets stat #64 (MINORGLOBE) to 1.

#156 (0x9C) Overlay: Protection from Normal Missiles Cylinder Variants: BGEE
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the protection from normal missiles cylinder visual effect to the targeted creature(s).

This effect sets stat #65 (SHIELDGLOBE) to 1.
Important: Both parameters should be 0 (zero).

#157 (0x9D) State: Web Effect Variants: BGEE
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the web effect to the targeted creature(s). The affected creature becomes immobile and its AI scripts stop running.

This effect sets stats #58 (HELD) and #67 (WEB) to 1. It also sets the STATE_HELPLESS flag.
Important: Both parameters should be 0 (zero).
Note: It cannot be removed by any of the stun/held removal opcodes.

#158 (0x9E) Overlay: Grease Variants: BGEE
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the grease visual effect to the targeted creature(s). Does not actually affect the target's movement rate.

This effect sets stat #66 (GREASE) to 1.
Important: Both parameters should be 0 (zero).

#159 (0x9F) Spell Effect: Mirror Image (Exact Number)
Parameter #1: Amount
Parameter #2: Irrelevant
Description:
Applies the mirror image effect to the targeted creature(s), creating a number of images equal to the Amount value. Sets STATE_MIRRORIMAGE to true.
Note:
  • STATE_MIRRORIMAGE will maintain the effects of this opcode, once this opcode expires, but only until you save & reload.
  • If you set STATE_MIRRORIMAGE on a CRE file, it won't do anything by itself.
  • If you later apply opcode #119/opcode #159 to the creature, once it expires, any remaining images will last until struck (absorbing attacks in the process), or until you save & reload.

#160 (0xA0) Remove Sanctuary Variants: IWD2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the sanctuary effect from the targeted creature(s).
Important: Both parameters should be 0 (zero).

#161 (0xA1) Cure: Horror
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the horror effect from the targeted creature(s).
This effect ignores durations attributed to it.

#162 (0xA2) Cure: Hold Variants: PST
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the paralysis effect (opcode #109 and opcode #175) from the targeted creature(s).
Important: This effect should be used with an instant timing mode.

#163 (0xA3) Protection: Free Action Variants: BGEE
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the free action effect to the targeted creature(s), restoring the creatures movement rate to its default value if the current movement rate value is below the default for the animation type.
Also check out the EE description here.

#164 (0xA4) Cure: Drunkeness
Parameter #1: Undefined
Parameter #2: Undefined
Description:
Clears the drunkeness stat (as modified by opcode #94).

#165 (0xA5) Spell Effect: Pause Target
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Applies the pause effect to the targeted creature(s).
In particular:
  • Their inventory is still access-able.
  • They are still select-able, and can be issued orders (for instance, activating modal abilities), though not all actions can be taken.
  • It does not interrupt/end modal abilities the creature is currently using.
  • They are not "helpless", an attack roll is still required to hit them.
  • Their scripts stop running.

This effect sets CasterHold to 1.
Important: Both parameters should be 0.

#166 (0xA6) Stat: Magic Resistance Modifier Variants: PST BG2
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the 'Statistic Modifier' field in the style specified by the 'Type' field.
Known values for 'Type' are:
0 Cumulative Modifier -> Resistance = Resistance + 'Statistic Modifier' value
1 Flat Value Modifier -> Resistance = 'Statistic Modifier' value
2 Percentage Modifier -> Resistance = (Resistance * 'Statistic Modifier' value) / 100
Note: For a ‘Type’ value of 0, any negative value of ‘Statistic Modifier’ will set the statistic to 127.

#167 (0xA7) Stat: THAC0 Modifier with Missile Weapons Variants: IWD2 PST
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: THAC0 = THAC0 + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: THAC0 = 'Statistic Modifier' value
  • 2 ⟶ Percentage Modifier: THAC0 = (THAC0 * 'Statistic Modifier' value) / 100

#168 (0xA8) Summon: Remove Creature Variants: PST
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Moves the targeted creature(s) to area ".ARE" (a non-existent area). Also known as Script: Destroy Self.

This deletes non-global creatures from the game (most common usage).

For Global Creatures:
  • This effect removes the creature from the player's party (if they were in it).
  • The effect will keep the creature out of the party and any other Area for its duration, but does not re-instate the creature once it expires.
  • They can still be recovered through script actions once the effect expires.
Important: Both parameters should be 0 (zero).

#169 (0xA9) Graphics: Prevent Special Effect Icon Variants: IWD1 IWD2 BG2
Parameter #1: Irrelevant
Parameter #2: Icon
Description:
Prevents the icon specified by the 'Icon' field from being displayed.
All values are drawn directly from STATES.BAM in the GUIBam.bif starting at sequence 65.
Known values for 'Icon' are:
0 Charm
1 Dire Charm
2 Rigid Thinking
3 Confusion
4 Berserk
5 Intoxicated
6 Poisoned
7 Nauseated
8 Blind
9 Protection from Evil
10 Protection from Petrification
11 Protection from Missiles
12 Magic Armour
13 Held
14 Sleep
15 Shielded
16 Protection from Fire
17 Blessed
18 Chant
19 Free Action
20 Barkskin
21 Strength
22 Heroism
23 Invulnerable
24 Protection from Acid
25 Protection from Cold
26 Resist Fire/Cold
27 Protection from Electricity
28 Protection from Magic
29 Protection from Undead
30 Protection from Poison
31 Non-detection
32 Good luck
33 Bad luck
34 Silenced
35 Cursed
36 Panic
37 Resist Fear
38 Haste
39 Fatigue
40 Bard Song
41 Slow
42 Regenerate
43 Domination
44 Hopelessness
45 Greater Malison
46 Spirit Armour
47 Chaos
48 Feebleminded
49 Defensive Harmony
50 Champion's Strength
51 Dying
52 Mind Shield
53 Level Drain
54 Polymorph Self
55 Stun
56 Regeneration
57 Perception

#170 (0xAA) Graphics: Play Damage Animation Variants: PST
Parameter #1: Irrelevant
Parameter #2: Animation
Description:
Plays the damage animation specified by the Animation field.
It just plays a visual effect, like a far more limited version of opcode #215, and is always instantaneous.
Known values for Animation are:
  • 0 ⟶ Blood (behind)
    • (EEs) Doesn't display any animation.
  • 1 ⟶ "BLOODS.BAM" Blood (small)
  • 2 ⟶ "BLOODM.BAM" Blood (medium)
  • 3 ⟶ "BLOODL.BAM" Blood (large)
  • 4 ⟶ "SPFIRIMP.BAM" Fire 1
  • 5 ⟶ "SPFIRIMP.BAM" Fire 2
  • 6 ⟶ "SPFIRIMP.BAM" Fire 2
  • 7 ⟶ "SPSHKIMP.BAM" Electricity 1
  • 8 ⟶ "SPSHKIMP.BAM" Electricity 2
  • 9 ⟶ "SPSHKIMP.BAM" Electricity 3
Info: On EE games:
  • For Animation=4/5/6 and Animation=7/8/9, this opcode actually pulls the animation from DMGTYPES.2DA, each playing both ANIMATION1 (those listed above) and ANIMATION2, for FIRE and ELECTRICITY, respectively. Does not play the SOUND associated with them though.
    • ANIMATION1 is the initial animation, ANIMATION2 is the lingering animation.
  • BGEE/BG2EE use the default * (hardcoded) entries for all damage types, but they can be overridden by setting entries in DMGTYPES.2DA, as IWDEE does.
  • The animations for Animation=1/2/3 are not pulled from DMGTYPES.2DA, they're most likely fully hardcoded.

#171 (0xAB) Spell: Give Ability Variants: PST
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Gives the SPL specified by the resource key to the targeted creature(s).
Note:

#172 (0xAC) Spell: Remove Spell Variants: IWD1 BG2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Removes the spell specified by the resource key from the targeted creature(s) spellbook.

#173 (0xAD) Stat: Poison Resistance Modifier
Parameter #1: Statistic Modifier
Parameter #2: Irrelevant
Description:
Modifies the Poison Resistance of the target creature(s) to the value specified by Statistic Modifier.

The effect modifies RESISTPOISON.
Warning: In EE v2.3 and prior, including the originals, this opcode always “Set” Poison Resistance; in v2.5 and later, it always “increments” Poison Resistance (it stacks).

Also known as "Stat: Set Poison Resistance".

#174 (0xAE) Spell Effect: Play Sound Effect Variants: IWD1 PST BG2
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Plays the sound effect specified by the resource key.
Known Sound Effects are:
EFF_E01 Draw upon holy might
EFF_E02 Armor / Free Action
EFF_E03 Barkskin
EFF_E04 Protection from evil
EFF_E05 Hold
EFF_E06 Silence
EFF_E08 Hold
EFF_M02 Blindness
EFF_M04 Detect Evil
EFF_M05 Sleep
EFF_M07 Death spell/ Larloch's drain
EFF_M08 Strength of One/Tenser's Transformation
EFF_M09 Dimension Door
EFF_M10 Dispel/Shapeshift
EFF_M11A Protection from Petrification
EFF_M11B Protection from Normal Missiles
EFF_M12B Minor Globe
EFF_M13 Summon
EFF_M15 Hold
EFF_M16 Charm
EFF_M18D Melf's Acid Arrow
EFF_M26 Animate Dead
EFF_M28 Haste/Slow
EFF_M29 Haste/Slow
EFF_M31C Grease
EFF_P01 Remove Fear/Curse
EFF_P02 Good Berries
EFF_P03 Invisibility Purge
EFF_P04 Command/Rigid Thinking
EFF_P07 Resist Fire/Cold
EFF_P10 Remove Paralysis
EFF_P11 Hold Person Priest
EFF_P13 Miscast Magic
EFF_P16 Flame Strike
EFF_P18 Raise Dead/Blindness
EFF_P21C Sanctuary
EFF_P27 Web

#175 (0xAF) State: Hold Variants: BG2 IWD2 IWD1
Parameter #1: IDS Entry
Parameter #2: IDS File
Description:
Applies the hold effect to the targeted creature(s), if the targeted creature(s) match the value specified by the 'IDS Entry' field, in the specified 'IDS File'. Shows the hold icon. The affected creature(s) have a yellow fade lighting effect before being held.
Applies the hold effect to the targeted creature(s),
Known values for 'IDS File' are:
2 EA.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids

#176 (0xB0) Stat: Movement Modifier (II)
Parameter #1: Statistic Modifier
Parameter #2: Type
Description:
(As opcode #126, but unaffected by Free Action).
Applies the modifier value specified by the Statistic Modifier field in the style specified by the Type field.
The engine allows values for Statistic Modifier from 0 (immobile) to 255 (instantaneous), though behaviour is only consistent in the range 0 – 30.
Known values for Type are:
  • 0 ⟶ Cumulative Modifier: Movement = Movement + 'Statistic Modifier' value
  • 1 ⟶ Flat Value Modifier: Movement = 'Statistic Modifier' value
  • 2 ⟶ Non-stacking Percentage Modifier: Movement = (Movement * 'Statistic Modifier' value) / 100
  • 5 ⟶ Multiplicative Stacking Percentage Modifier: Movement = (Movement * 'Statistic Modifier' value) / 100 (EE only)
Warning: PST: This effect doesn’t exist and always crashes the game.
Info: A couple of examples about Multiplicative Stacking Percentage Modifier:
  • 50% * 50% = 25%
  • 150% * 150% = 225%

#177 (0xB1) Use EFF File
Parameter #1: IDS Entry
Parameter #2: IDS File
Description:
Applies the EFF file specified by the resource key to the targeted creature(s), if the targeted creature(s) match the value specified by the IDS Entry field, in the specified IDS File.
NB. When using an eff to alter thac0/dmg bonus, set param1 = 0, and param2 = 2.
Known values for IDS File are:
Warning: This effect causes a crash if used by a container
PST: This effect doesn’t exist and always crashes the game.
IWD2: there was a note to not use this effect in older IESDP.
Important: EFF files applied by this opcode can be blocked by opcode #101.

#178 (0xB2) Spell Effect: THAC0 vs. Creature Type Modifier Variants: BG2 PST
Parameter #1: IDS Entry
Parameter #2: IDS File
Description:
Alters the targeted creature(s) THAC0 against the creature type specified by the 'IDS Entry' field in the specified 'IDS File'.
The actual modifier value is placed in the Parameter 3 field in an external effect.
Known values for 'IDS File' are:
2 Object.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids

#179 (0xB3) Spell Effect: Damage vs. Creature Type Modifier Variants: BG2 PST
Parameter #1: Reference Value
Parameter #2: Reference IDS
Description:
Alters the targeted creature(s) damage against the creature type specified by the 'IDS Entry' field in the specified 'IDS File'. The actual modifier value is placed in the Parameter 3 field in an external effect - dice values are ignored.
Known values for 'IDS File' are:
2 Object.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids

#180 (0xB4) Item: Can't Use Item Variants: IWD2 PST
Parameter #1: String Reference
Parameter #2: Undefined
Description:
The targeted creatures(s) cannot use the item specified by the resource key. The strref specified by the String Reference field is displayed when an attempt to use the item is made.

#181 (0xB5) Item: Can't Use Itemtype Variants: BG2 BGEE IWD1 IWD2 PST
Parameter #1: String Reference
Parameter #2: Type
Description:
The targeted creature(s) cannot use the item type specified by the 'Type' field. The strref specified by the 'String Reference' field is displayed when at attempt to use such an item is made.
Warning: This effect has never been seen to work.

#182 (0xB6) Item: Apply Effect Item Variants: BGEE
Parameter #1: Unknown
Parameter #2: Unknown
Description:
Applies an effect when the specified item is equipped.
Warning: This effect has never been seen to work.
Warning: PST: This effect doesn’t exist and always crashes the game.

#183 (0xB7) Item: Apply Effect Itemtype Variants: IWD2 PST
Parameter #1: Undetermined
Parameter #2: Type
Description:
Applies the EFF file specified by the resource key to the targeted creature(s) when an ITM of the item type specified by the Type field is equipped.
Important: EFF files applied by this opcode bypass / ignore opcode #101.
Note:
  • Ammo (i.e., Arrows, Bullets and Bolts) does not work well with this opcode
    • The Ammo Slots (SLOT_AMMO, SLOT_AMMO1, SLOT_AMMO2, SLOT_AMMO3) are always "Equipped", even when they are not in use
      • In other words: they trigger opcode #183 just by being in a quiver slot, regardless of whether the correct launcher is equipped or even active
        • Having said that, this opcode currently allows detecting a launcher using its automated ammo (such as Shortbow of Gesen)
  • The offhand (SLOT_SHIELD) has the same issue — even when disabled, it's detected by this opcode as equipped
Warning: This effect has never been seen to work. This is not true for EE games.

#184 (0xB8) Graphics: Passwall (Don't Jump)
Parameter #1: Undefined
Parameter #2: Jump
Description:
Allows creatures to be placed in impassable areas, based on the value of the Jump field.
Known values for Jump are:
  • 0 ⟶ Do Jump from impassable areas
  • 1+ ⟶ Don't Jump from impassable areas
Warning: PST: This effect doesn’t exist and always crashes the game.
IWD2: Don’t use.

#185 (0xB9) State: Hold Variants: BG2 IWD2 PST
Parameter #1: IDS Entry
Parameter #2: IDS File
Description:
Applies the hold effect to the targeted creature(s), if the targeted creature(s) match the value specified by the 'IDS Entry' field, in the specified 'IDS File'. The affected creature(s) have a yellow fade lighting effect before being held.
Applies the hold effect to the targeted creature(s),
Known values for 'IDS File' are:
2 EA.ids
3 General.ids
4 Race.ids
5 Class.ids
6 Specific.ids
7 Gender.ids
8 Align.ids

#186 (0xBA) Script: MoveToArea Variants: PST
Parameter #1: Delay
Parameter #2: Orientation
Description:
Marks the targetted creature(s) as travelling to the area specified by the resource key. The creature appears in the specified area after a delay (specified by the Delay field), with the orientation specified by the Orientation field.
In particular:
  • Global Creatures ignore the delay.
  • If the creature is already in the specified area, it will ignore the delay.
  • Non-global creatures currently in a different area than specified will use the delay.
  • Delay is measured in 130 seconds, (½ tick), 600 = 20 seconds.
  • On non-EE games, the creature appears at the point specified by the Target Point fields (external EFF files only).
    • On EE games, target(s) appear at Caster's Coordinates in new area (it does not seem to be possible to override through EFFs).
  • Creature is moved to the new area (instantly) and flagged Moving Between Areas until their delay expires (if it's used). It won't be active until the delay expires (it's hidden, cannot be affected by Area-effect, doesn't occupy space). It can still be targeted by the various Everyone targeting modes in the new area while it's still inactive, but similar to maze/imprisonment, effects won't trigger (including poison and similar) on them until they become active.
Warning: IWD2: there was a note to not use this effect in older IESDP.
There is some confusion whether the Target (bg1, iwds) or the Caster point field is used.
Important: Avoid saving during the delay (can lead to lost NPCs or crashes if you load while NPC's are still in transition).

#187 (0xBB) Script: Store Local Variable Variants: PST BG2
Parameter #1: Value
Parameter #2: Irrelevant
Description:
This effect stores a local variable, specified by the 'variable' field. This effect can only be used in an external effect (ie. an eff file).
Note: At minimum in later engines, this opcode can also store other values. Check the doc for BG2.

#188 (0xBC) Spell Effect: Aura Cleansing Variants: PST
Parameter #1: Irrelevant
Parameter #2: Stat Value
Description:
While ON, the creature displays string STRREF_FEEDBACK_AURA_CLEANSED (EE games only) whenever they begin to cast a spell before their aura would normally clear (i.e. more than once/round). Does NOT affect item usage, only spellcasting.
Set the Stat Value field to any non-zero value if you want no time needed between spells.

The effect modifies AURACLEANSING to Stat Value.
Note: The Stat Value parameter can take any value. If you set it to 0, you will disable the effect (for its duration).

#189 (0xBD) Stat: Casting Time Modifier Variants: PST BG2
Parameter #1: Speed Modifier
Parameter #2: Irrelevant
Description:
** DUFF EFFECT? **
Alters the casting time of spells by the value specified by the 'Speed Modifier' field. This effect is cummulative. Positive values decrease the casting time, negative values increase the casting time.

#190 (0xBE) Stat: Attack Speed Factor Variants: PST
Parameter #1: Speed Modifier
Parameter #2: Irrelevant
Description:
Alters the weapon's attack speed by the value specified by the Speed Modifier field. This effect is not cumulative. Attack speed ranges from 0 (good) to 10 (bad). This effect acts as a bonus, so a high Speed Modifier is good.
This effect sets PHYSICALSPEED to Speed Modifier.