Posted by El Bastard, June 12, 1998 [Note from Satan(tm): This is the latest version of this information that we have. It was last updated by El Bastard on June 1, 1998] Character Attributes (byte number w/header) 00 - .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. -header 16 - .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. -header 32 - .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. -header 48 - .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. -header 64 - BB BB BB BB CO CO CO CO Rb Rb Wb Wb Sb Sb .. .. 80 - .. .. Bb Bb Fb Fb pb pb fb fb Cb Cb sb sb 2b 2b 96 - Tb Tb Pb Pb Ai Ai Gb Gb .. .. .. .. .. .. .. .. 112- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 128- .. .. .. .. .. .. .. .. P? P? P? P? P? P? P? P? 144- P? P? P? P? P? P? .. .. .. .. .. .. .. .. .. .. 160- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 176- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. JH 192- .. IA .. .. .. .. .. .. .. TS .. SS .. .. .. .. 208- OT OT OT OT .. .. .. .. .. .. .. PT PA PA PA PA 224- MR .. PR .. Pa Pa Pd Pd .. PX .. Ps .. .. .. PS 240- .. .. .. .. .. .. .. .. .. .. .. SP SA SA SA SA 256- MS .. SR .. Sa Sa Sd Sd .. SX .. ss .. .. .. 2S 272- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 288- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 304- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 320- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 336- .. .. .. .. .. .. .. .. SZ SZ .. .. .. .. .. .. 352- .. .. .. .. D1 D1 D1 D1 HH .. .. .. .. .. .. .. 368- HE HE HE HE D2 D2 D2 D2 S1 S1 S1 S1 NM NM NM NM 384- FL FL FL FL .. .. .. .. .. .. EV EV Ss Ss Ss Ss 400- As As As As Ms Ms Ms Ms FF FF FF FF FH FH FH FH 416- AO AO AO AO AE AE AE AE HB HB HB HB CK CK CK CK 432- FK FK FK FK Bg Bg Bg Bg Ag Ag Ag Ag AM AM AM AM 448- .. .. .. .. .. .. .. .. AR AR .. .. LR LR .. .. 464- Pe Pe .. .. .. .. .. .. .. .. .. .. .. .. TC TC 480- .. .. .. .. .. .. .. .. .. .. .. .. D3 D3 D3 D3 496- PE PE PE PE St St St St PR PR PR PR .. .. .. .. 512- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 528- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 544- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 560- .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. BB- Behavior Bytes (separate file) CO- Collection (i.e. Dwarf, Fir'Bolg) Rb- Resting Bitmap Assignment Wb- Walking Bitmap Assignment Sb- Standing Bitmap Assignment Bb- Blocking Bitmap Assignment Fb- Flinch Bitmap Assignment pb- Pickup Bitmap Assignment fb- Flavor Pict Bitmap Assignment Cb- Cheer Bitmap Assignment sb- Standing Transition Bitmap Assignment 2b- 2nd Standing Bitmap Assignment Tb- 2nd Standing Transition Bitmap Assignment Pb- Pursuit Bitmap Assignment(idle in Mahir, walk in spider) Ai- Ammo Icon Bitmap Assignment Gb- Guard Bitmap Assignment P?- Passable? an 0A seems to imply yes, while there are also 0B and 0D used.* JH- Journeyman Healable % of total life (why everyone gets healed to .8, or 0. ratio of number/255) IA- Initial Ammunition TS- Turning Speed (expressed in degrees/sec [percentage equivalent] of that ratio) SS- Speed OT- Object Type (baob = Basic Object) PT- Primary Attack Type 00- melee, 08-shoot, 0A-Throw, 80-selects any/no ammo used, D0-drops, not attacks, 90-like Jman heal, 92-selects any/ammo used PA- Primary Attack MR- Minimum Range PR- Primary Attack Range Pa- Primary Animation - as .256 sprites get hacked, you will see the sequence reference. Pd- Primary Attack Duration - sets the sprite use time PX- Primary Attack Horizontal Accuracy(high is better) Ps- Primary Projectile Vertical Accuracy PS- Primary Attack Rate -00=as fast as possible SP- Secondary Ability Parameter 00-melee,0A-throw, 80-selects any/no ammo used, D0-drops (not attacks), 90-like Jman heal,92-selects any/ammo used SA- Special Ability MS- Minimum Secondary Range SR- Special Ability Range Sa- Secondary Animation - as .256 sprites get hacked, you will see the sequence reference. Sd- Secondary Attack Duration - sets the sprite use time SX- Secondary Ability Horizontal Accuracy EV- Experience points gained by killing this unit ss- Secondary Projectile Vertical Accuracy 2S- Secondary Attack Rate -00=as fast as possible SZ- Sprite Size D1- Exploding Projectile (what parts/pieces fly when said unit gets hit by an explosion) (hard death) HH- Health HE- Melee Impact D2- Death Effect (soft death) S1- Spelling NM- Name FL- Flavor Ss- Select unit Sound Reference (unit selected) As- Attack Order Sound Reference (ordered to attack) Ms- Move Order Sound Reference (ordered to move) FF- Hit Friendlies Sound reference FH- Hit by Friendly Fire Sound reference AO- Obstacle preventing Attack Sound reference AE- Attack Enemy Sound reference (ordered to attack enemy) HB- Hit Both (friendly/enemy) Sound reference CK- Enemy Kill Sound reference FK- Friendly kill Sound reference Bg- Blocked blow Graphics Sequence Reference Ag- Absorbed blow Graphics Sequence Reference AM- Ammo (object(s) dropped upon unit's death) AR- Arrow Resistance 00 00-immune LR- Lightning Resistance Lower = greater tolerance 00 00-immune Pe- Paralysis Effect 00 00-immune TC- Trading Cost D3- It appears that this reference is used instead of D2 on occasion PE- Programmed effect reference (lpgr) St- Stli file reference for special ability text. PR- Programmed effect reference (prgr) * Each byte of P? is set as to whether or not the unit can traverse these terrains. An 0A seems to be the most widely used tag to imply that the listed terrain is traversable, while setting the hex value to FF seems to imply that it cannot go there. There are also 0B and 0D used, however, I am not certain what theses tags are, perhaps walks better on? Water Tags 1 =Dwarf Depth 2 =Human Depth 3 =Giant Depth 4 =Deep Terrain Tags 5 =Sloped 6 =Steep 7 =Grass 8 =Desert 9 =Rocky 10=Marsh 11=Snow 12=Forest "Flying" Tags 13=Walking Impassable 14=Flying Impassable