| 0x00200 |
2 (word) |
Area projectile flags
- bit 0 ⟶ Trap Visible
-
Projectile Animation plays once where it explodes.
- Option:
Triggered by Condition – animation loops until the trap expends its triggers.
- Option:
If # Repetitions > 1, animation loops until the Area Effect expires.
- Compatibility: Any flag that suppresses
0x100–0x1ff|Traveling Projectile Animation will also suppress this animation.
- Compatibility: This animation ignores
Pillar.
-
Compatibility: When used with
Delayed Explosion:
- The projectile will not explode until the 30th frame of the animation created by
Trap Visible.
- The
Explosion Frequency is delayed until that time, after which it will explode as normal until the animation ends.
- The animation will then start over,
Explosion Frequency will reset, and again be delayed until frame 30 of the animation.
-
This delay applies even to explosions that are not controlled by the
Explosion Frequency:
-
This requires the
Projectile Animation to have at least 30 frames – This is the animation used by Trap Visible.
- Otherwise the projectile will never explode (but still disable saving as an active
Area Effect projectile).
- It is very likely that the 30th frame is a hardcoded value and cannot be changed.
-
bit 1 ⟶ Triggered by inanimate objects
-
bit 2 ⟶ Triggered by Condition
-
bit 3 ⟶ Delayed Trigger
-
Compatibility:
Skip First Condition
-
Compatibility:
Triggered by Condition
- Target checks after the first will only explode after two sequential checks are passed.
-
Compatibility:
Rectangular AoE
- Forces this option to affect targets(s) in range
# Repetitions times, checked every Explosion Frequency ticks.
- Normally it would affect target(s) in range every tick for its duration.
- This makes it trigger more similarly to other repeating Area Effect projectiles.
- bit 4 ⟶ Use secondary projectile
-
Dependency: Spell Target(
Creature)
- Activates the
Secondary Projectile field.
- Upon exploding, the
Secondary Projectile is fired every tick at the targeted creature for the duration of the projectile.
-
The
Secondary Projectile normally does NOT deliver any effects.
- It is strictly aesthetic, it carries no effects from the spell/item. A variety of projectiles use these to generate their explosion animation (via another projectile), instead of using a VVC. For instance, all of the "Sparkle Area (color) (party/not)" projectiles do this.
- Duration is controlled by
# Repetitions, Explosion Frequency, and Skip First Condition.
-
Total number of
Secondary Projectiles fired:
-
Option:
Bounce from Walls
- Alters the
Secondary Projectile to deliver effects.
- Alters the
Secondary Projectile to originate from the targeted creature, rather than the caster.
- The
Secondary Projectile will be oriented in a random direction.
- Compatibility: With
Cone-shaped, the Secondary Projectile will instead target the caster's location (but not the caster directly).
-
The Traveling Projectile of the
Secondary Projectile will terminate after a number of ticks equal to Explosion Frequency.
- In order to hit anything, it must itself be an Area-Effect projectile (or Pass-Target projectile). As already stated, this mode only functions when the target of the spell/item is a creature (not a point), and it will only fire on that creature, not all targets in range.
- Compatibility: Projectiles using
Limited Path Count travel for their normal distance/duration.
- Either way, the Secondary Projectile is only practical for single-trigger projectiles (the Sparkle Areas or a Fireball, but not something like Web or Entangle), as the projectile is fired every tick of the projectile's duration. (Unless you want to flood the screen with visuals).
- The Secondary Projectile does not fire until the projectile explodes.
-
bit 5 ⟶ Use fragment graphics
- Activates
Fragment Animation.
-
This animation is treated similar to the "Chunking" animation of creatures, launching the specified animation up and outward in various directions.
- This "Chunking" will start when the projectile explodes and repeat throughout the projectile's duration, if it has one.
- Compatibility:
Triggered by Condition will only generate fragments when it explodes, once per explosion.
- Compatibility: The direction these animation are launched is not limited by
Cone-shaped.
- Compatibility: Suppressed by a non-zero
Ray Count.
-
bit 6 ⟶ Affect only enemies
-
bit 7 ⟶ Affect only allies
- Flag Off: Projectile will only target enemies of the caster.
- Flag On: Projectile will only target allies of the caster.
-
bit 8 ⟶ Mage-level duration
# Repetitions is replaced with the caster's Wizard Casting Level.
- This ignores opcode #191.
- (Possibly ignores Wild Mages random casting level modifier as well)
-
bit 9 ⟶ Cleric-level duration
-
bit 10 ⟶ Use VVC / Draw Animation
- Without this flag,
Explosion Animation will only be played once when and where the projectile explodes.
- Without this flag,
Explosion Animation only supports BAM files, with this flag it supports (VEF > VVC > BAM) files.
-
With this flag,
Explosion Animation will be played when and where the projectile explodes, and every tick throughout the projectile's duration.
- These animations will stack on each other, creating an unrecognizable blob.
-
Compatibility: With
Draw Center VVC Once, this animation will once again play only once.
- Works on
VEF, VVC, and BAM files, but VEF/VVC files can manually set their duration to match the projectile duration.
-
Compatibility: With
Face Target, this animation can be oriented in the direction of casting (the VVC and its BAM must be setup to do so as well).
- bit 11 ⟶ Cone-shaped
- It requires all targets to be in the caster's line of sight.
- Cone-shaped projectiles automatically exclude the caster.
- Compatibility: Not usable with
Comet.
-
Area: Restricted to arc oriented in direction of casting.
-
Projectile explodes instantly, at caster's location. The following originate from the caster's location:
- Compatibility:
Rectangular AoE will override the changes to the affected area, but not changes to the visual explosion.
- Suppresses:
Pass Target
-
Option:
Triggered by Condition – Explosion only occurs if valid targets are within range when cast.
- Does not create a traditional "Trap".
Trap Visible still plays as normal.
-
Option:
Hit Immediately – Explosion occurs at targeted location, instead of caster's location.
- Caster is not affected by the explosion, even if they are in the affected area.
- Option: Spell Target(
Creature) – Cone arc is oriented in the opposite direction of the targeted creature's current facing.
- Option: Spell Target(
Location) – Cone arc is oriented to the Right/East.
-
Option:
Falling Path – Explosion occurs at targeted location, instead of caster's location.
- Caster is not affected by the explosion, even if they are in the affected area.
- Cone arc is oriented to the Right/East.
- Suppressed:
Trap Visible
-
bit 12 ⟶ Ignore LOS
-
bit 13 ⟶ Delayed explosion
-
Compatibility: When used with
Trap Visible:
- The projectile will not explode until the 30th frame of the animation created by
Trap Visible.
- The
Explosion Frequency is delayed until that time, after which it will explode as normal until the animation ends.
- The animation will then start over,
Explosion Frequency will reset, and again be delayed until until frame 30 of the animation.
-
This delay applies even to explosions that are not controlled by the
Explosion Frequency:
-
This requires the
Projectile Animation to have at least 30 frames – This is the animation used by Trap Visible.
- Otherwise the projectile will never explode (but still disable saving as an active
Area Effect projectile).
- It is very likely that the 30th frame is a hardcoded value and cannot be changed.
-
bit 14 ⟶ Skip first condition
-
bit 15 ⟶ Single target
Further bits are unused
|
| 0x00202 |
2 (word) |
Ray Count (EE only...?)
- Suppresses the
Secondary Projectile flag.
-
It causes the
Explosion Projectile to be fired Ray Count amount of times.
-
Setting the
Cone-shaped bit will cause the rays to spawn at the location of the caster. If this bit is not set and the Ray Count is nonzero, then the rays will spawn at the location of the explosion of the projectile.
-
The direction of the first ray is no longer fixed towards the southeast but is determined as follows:
- if the
Cone-shaped bit is disabled, the first ray will continue in the same direction as the parent projectile using a vector of the caster's location to the explosion point.
- if the
Cone-shaped bit is enabled, the first ray will travel from the caster's position towards the destination/casting point.
-
Further rays are generated based on how
cone angle/angle between rays is set.
-
As of v2.6, you may nest rays in one another to construct complex-shaped areas of effect. In terms of nesting multiple rays, the point of origin of the ray one higher up the "chain" is treated as the caster's position.
- The
Explosion Projectile must be capable of hitting creatures while targeting a location or they will be just for show (Area Effect or Pass Target).
-
The
Explosion Projectile's Travelling Projectile will terminate upon reaching the Explosion Size of this projectile.
-
For lightning bolt-type projectiles, this distance is used up, even as the bolt bounces (see
"LIGHTB.pro" in BG1/2:EE and "IDPRO40.pro" in IWD:EE as examples).
-
For
single-target projectiles, they simply travel that distance before disappearing.
-
For
area-of-effect projectiles (f.i. "FIREBALL.pro"), they explode normally when reaching that distance. And as mentioned earlier, area-of-effect child projectiles can also use the ray feature themselves to generate additional rays with the direction vector determined as mentioned above.
- This termination also applies to projectiles using
Pass Target, which normally do not terminate upon reaching their destination.
-
An
Explosion Projectile will explode at a distance equal to the Trap Size * "X" (see below) of this projectile.
- Only
Area Effect projectiles can explode. Those with Cone-shaped will still explode instantly.
-
The exact multiplier formula is unknown – but it's not linear.
- The maximum trap size for an explosion size of
480 to explode before terminating is a trap size of 277 (about 1.73x).
- The maximum trap size for an explosion size of
240 to explode before terminating is a trap size of 150 (1.6x).
- The maximum trap size for an explosion size of
120 to explode before terminating is a trap size of 86 (about 1.39x).
- The maximum trap size for an explosion size of
60 to explode before terminating is a trap size of 43 (about 1.39x).
-
The distance (
Trap Size) to explode does NOT account for the vertical proportion of the game (where vertical distance = ¾ horizontal distance).
- The distance (
Explosion Size) for the Traveling Projectile does take the proportion into account.
- The same value may explode a projectile going horizontal but not one going vertical, if the
Explosion Size terminates it before reaching the distance.
|
| 0x00204 |
2 (word) |
Trigger Radius / Trap Size (divide by approx 8.5 to receive diameter in feet)
- It is generally set equal to
Explosion Size, unless you're using the Rectangular AoE flag (Wall spells) or the Triggered by Condition flag (actual Traps).
- Value is Horizontal Pixels, ¾ value is Vertical Pixels,
16 (12) = 1 foot.
- Maximum effective Value:
448 (28 feet).
- Proximity Radius to trigger projectile using
Triggered by Condition.
- Parallel Length (relative to casting direction) when using
Rectangular AoE.
-
Proximity Radius to enforce
Explosion Frequency for repeating projectiles.
-
Explosion distance of
Explosion Projectile's Traveling Projectile when using Ray Count.
- The distance is one of the few/only that does NOT account for the vertical proportion of the game (where
vertical distance = ¾ horizontal distance).
|
| 0x00206 |
2 (word) |
Area of effect / Explosion Size (divide by approx 8.5 to receive diameter in feet)
- It defines the radius of the projectile.
- Uses absolute value, or negative values use the same area as their positive counterpart.
- Value is Horizontal Pixels, ¾ value is Vertical Pixels,
16 (12) = 1 foot.
- Maximum effective Value:
32768 (2048 feet) // Default visual range = 448.
- Effect Radius to trigger an
Explosion Projectile on a creature.
- Perpendicular Length (relative to casting direction) when using
Rectangular AoE.
-
Terminating distance of
Explosion Projectile's Traveling Projectile when using Ray Count.
- This termination also applies to projectile using
Pass Target, which normally do not terminate upon reaching their destination.
|
| 0x00208 |
8 (resref) |
Explosion Sound
-
Sound is played each tick of the projectile's duration once it explodes.
- Should only be used for one-shot projectiles (Fireball), not be used for repeating projectiles (Web).
|
| 0x00210 |
2 (word) |
Explosion delay (Frequency)
|
| 0x00212 |
2 (short) |
Fragment Animation (ANIMATE.IDS)
- Dependency: Activated by
Fragments.
- This animation is treated similar to the "Chunking" animation of creatures, launching the specified animation up and outward in various directions.
- Compatibility:
Triggered by Condition will only generate fragments when it explodes, once per explosion.
- Compatibility: The direction these animation are launched is not limited by
Cone-shaped.
- Compatibility: Suppressed by a non-zero
Ray Count.
|
| 0x00214 |
2 (word) |
Secondary Projectile (PROJECTL.IDS - 1)
|
| 0x00216 |
1 (byte) |
Trigger Count / # Repetitions (used if bits 8 and 9 at 0x200 are not set)
|
| 0x00217 |
1 (byte) |
Explosion Effect (FIREBALL.IDS) |
| 0x000218 |
1 (byte) |
Explosion Color |
| 0x000219 |
1 (byte) |
Unused |
| 0x00021a |
2 (bytes) |
Explosion Projectile (PROJECTL.IDS), played on affected creatures
-
This projectile is fired, originating from the point of explosion, at every valid target within range, for every explosion.
-
Compatibility: When using
Ray Count:
- For
Area Effect projectiles, this is normally what delivers the spell/item effects to their target.
- Compatibility: Projectiles using
Lined up AoE will NOT function as an Explosion Projectile.
-
Compatibility: Projectiles using
Multiple Projectile will ignore that flag when used as an Explosion Projectile.
- This does NOT include the still hardcoded Magic Missile projectiles.
- The explosion projectile otherwise functions as normal for its parameters.
|
| 0x00021c |
8 (resref) |
Explosion Animation (VVC)
- Activated by any
Explosion Effect other than 255.
- Activated by
Draw Animation when using Explosion Effect = 255.
- This animation is played, at the point of explosion, the first time the projectile explodes.
- Option:
Paletted Center will cause this animation to be recolored by the Explosion Color field.
- Option:
Blend Area/Ring Anim will add transparency to the animation (for BAM files, VVC can do this themselves).
- Option:
Glow Area/Ring Anim will brighten the animation ,generally make it "glow" (for BAM files, VVC can do this themselves).
- Compatibility: With
Draw Animation, this field supports (VEF>VVC>BAM) files.
-
Compatibility: With
Draw Animation, the animation is played again every tick of the projectile's duration.
- These animations will stack on each other, creating an unrecognizable blob.
-
Compatibility: With
Draw Center VVC Once, this animation will once again play only once, the first time the projectile explodes.
- Works on VEF, VVC, and BAM files, but VEF/VVC files can manually set their duration to match the projectile duration.
-
Compatibility: With
Face Target, this animation can be oriented in the direction of casting (the VVC and its BAM must be setup to do so as well).
|
| 0x000224 |
2 (word) |
Cone Width / Angle between Rays (0 – 65535, effectively capped at 359)
- Angle is
+1 specified value.
- Dependency: This field can be activated by either
Cone-shaped or Ray Count.
-
Option: With
Cone-shaped
- This value controls the Arc Size of the cone.
Arc Size = direction of casting +/- Cone Width / 2 degrees.
-
Option: With
Ray Count > 0
- This will generate additional rays relative to the initial direction of the first ray.
-
They will be generated on alternating sides of the first ray at angle increments set by this field.
- For instance, if
Ray Count is set to 5 and this field is set to 45, then rays will be generated at angles -90, -45, 0, 45, 90 degrees relative to the direction vector as described above.
- Note that if
Ray Count is an even number, the ray group will be asymmetrical unless you rotate them (see below).
- In Spiritual Wrath's case (
"IDPRO312.pro" in IWD:EE), there are 4 rays at 90 degree angles from one another, making them appear symmetrical.
|
| The following fields are used by Enhanced Editions games only: |
| 0x00226 |
2 (word) |
Rotate rays clockwise
- Setting this field (
0–359) will rotate the entire set of Rays spawned by the explosion clockwise.
|
| 0x00228 |
8 (resref) |
Spread Animation (VEF/VVC/BAM)
- Dependency: Activated by
Explosion Effect not being value 255|None.
- This animation is played in "rings" around the point of origin, out to the
Explosion Size.
- Each of these "rings" has a radius in increments of
Speed, resulting in a total number of rings equal to Explosion Size / Speed.
-
Each of these "rings" starts playing
Speed ticks after the previous, starting with the innermost.
- The animations will loop until:
Once the outer-most "ring" has begun playing and the projectile's duration has expired, the "rings" will disappear at the same rate, starting with the outer-most "ring".
-
The density of animations in each ring is controlled by fields
Animation Granularity and Animation Granularity Divider.
- Lower values result in higher animation density, but very low values will create clear "gaps" in each of the diagonal directions.
- This animation will play all of its cycles/sequences in order, and cannot be oriented.
- Defunct:
Paletted Animation should cause this animation to be recolored by the Explosion Color field, but instead just recolors it all black.
- Option:
Blend Area/Ring Anim will add transparency to the animation.
- Option:
Glow Area/Ring Anim will brighten the animation (generally make it "glow").
- Option:
Start Scattered will cause each of these animations to play at random intervals instead of looping continuously throughout the duration.
|
| 0x00230 |
8 (resref) |
Ring Animation (VEF/VVC/BAM)
- Dependency: Activated by
Explosion Effect not being value 255|None.
- This animation expands outward from the point of origin, out to the
Explosion Size, and a rate of Speed.
-
The density of animations is controlled by fields
Animation Granularity and Animation Granularity Divider.
- Lower values result in higher animation density, but very low values will create clear "gaps" in each of the diagonal directions.
- Defunct:
Paletted Ring should cause this animation to be recolored by the Explosion Color field, but instead just recolors it all black.
-
Option:
Oriented fireball puffs will orient the animation in the direction it's travelling.
- It can only mirror horizontally, not vertically. The animation will need at least these 9 directions to be properly oriented: S, SSW, SW, WSW, W, WNW, NW, NNW, N
- Option:
Blend Area/Ring Anim will add transparency to the animation.
- Option:
Glow Area/Ring Anim will brighten the animation (generally make it "glow").
|
| 0x00238 |
8 (resref) |
Area Sound (WAV)
|
| 0x00240 |
4 (dword) |
Extended flags
-
Bit 0 ⟶ Paletted ring
-
Bit 1 ⟶ Random speed
-
Bit 2 ⟶ Start scattered
- Causes each of the
Explosion Animations to play at random intervals instead of looping continuously throughout the duration.
-
Bit 3 ⟶ Paletted center
- Bit 4 ⟶ Repeat scattering
-
Bit 5 ⟶ Paletted animation
- Bit 6 ⟶ Unused
- Bit 7 ⟶ Unused
- Bit 8 ⟶ Unused
-
Bit 9 ⟶ Oriented fireball puffs
- Will orient the
Ring Animation in the direction it's travelling.
- It can only mirror horizontally, not vertically. The animation will need at least these 9 directions to be properly oriented: S, SSW, SW, WSW, W, WNW, NW, NNW, N
- Bit 10 ⟶ Use hit dice lookup
-
Each explosion will only affect targets whose HD/level is equal to or less than
XdY, where X = # dice for multiple targets, and Y = Dice size for multiple targets.
- (BUG, at least on EE games) Regardless of Dice values, it cannot affect creatures whose HD/Level is 9 or greater (hardcoded for the 6th–level spell 'Death Spell').
- Bit 11 ⟶ Unused
- Bit 12 ⟶ Unused
-
Bit 13 ⟶ Blend area/ring animation
-
Bit 14 ⟶ Glow area/ring animation
- Bit 15 ⟶ Hit point limit – Used in combination with
Single Target and Use HD Lookup:
|
| 0x00244 |
2 (word) |
# dice for multiple targets |
| 0x00246 |
2 (word) |
Dice size for multiple targets |
| 0x00248 |
2 (word) |
Animation granularity |
| 0x0024a |
2 (word) |
Animation granularity divider |
| 0x0024c |
180 (bytes) |
Unused |