concentr.2da
The way that spellcasters fail after taking damage has been externalized to this file.
In BG2EE we have:
2DA V1.0 0 BEHAVIOR VALUE CHECK_MODE 0
Known values for
CHECK_MODE
are:
-
0 ⟶ Any damage a spellcaster takes will cause them to fail their spellcasting.
-
To be precise, spellcasters can't be disrupted by damage if they are facing
SSW
,SWW
,NWW
,NNW
,NNE
,NEE
,SEE
, orSSE
.-
This happens because the disruption code is only checked if the caster is in the correct orientation to face the target.
SEQ_DAMAGE
rounds a creature's orientation down to the nearest even direction, causing the caster to momentarily not face the target, making the check fail. Here's an example:
-
This happens because the disruption code is only checked if the caster is in the correct orientation to face the target.
-
To be precise, spellcasters can't be disrupted by damage if they are facing
- 1 ⟶ Spell disrupted if
(1d20 - 1) + Luck > Spell Level + Damage Taken
- 2 ⟶ Spell disrupted if
(1d20 - 1) + (Constitution / 2) - 5 > Spell Level + 15
- 3 ⟶ Spell disrupted if
(1d20 - 1) + Luck > Spell Level + 15
- 4 ⟶ Spell disrupted if
(1d20 - 1) + (Constitution / 2) - 5 > Spell Level + Damage Taken
- (After this it should repeat based on whether
BIT0
andBIT1
are set)
Bug:
As a result, you might want to stick with the default behavior (
CHECK_MODE
values greater than or equal to 1
are bugged (since all those inequality symbols should be <
instead of >
).As a result, you might want to stick with the default behavior (
CHECK_MODE=0
) until this bug is fixed.
Note:
- Constitution and Luck use their aggregate/current scores, not necessarily the base values.
-
Unlike other dice affected by Luck, this one does not cap it at its normal min/max values.
- +/−50 Luck is +/−50 to the roll.