Check Data

Data for the 02 nibble Check squares Go back to the Action Class index

NOTE: This applies to the auto run checks only! The U)se checks are handled by different code

At the end of this page is a step through of the check square for illustration.

Record
Highpool in the creek a few squares down from the bridge

Byte 0B (10h) definition
Contains an offset that tells 'what' to check. For skill checks this is the skill id as listed in the Character Data section.

For item checks this is the item id (See Items section) to check. For items which has an ammunition count this count is decreased on each usage. So if the check checks against TNT, the ammunition count of the TNT will be decreased. If it reaches 0 then the item is removed from your inventory. So TNT can only be used once. If the check checks for a Colt M19 then the ammunition is counted down to 0 and then the Colt vanishes. This check does not really make sense but it shows how it works. If the item has no ammunition counter (like a Canteen) then it can be used indefinitely.

For attribute checks this is the offset to the attribute in the Character Data. So 0Eh is Strength, 0Fh is IQ and so on.

For party member checks it defines the number of members to be in the party for passing the check. If the party has more or less members then the check fails.

00
Byte 00's bit map tells us the check is automatic, that all party members must be checked, and to use the default 04-05 byte replacement pair for the new nibble/byte for the map square.

Byte 01 contains a pointer to the string displayed when you step on the square. "The water gurgles around your feet"

Byte 02 contains a pointer to the string displayed if you pass the check. "You wade through the shallow water"

Byte 03 contains a pointer to the string displayed if you fail the check. "You slip and fall"

Byte 04 and Byte 05 are FF, meaning on a check pass, the map squares will not be changed.

Byte 06 is 0C, meaning when you fail, this square has its nibble value changed to a 0C

Byte 07 is what to change the byte map value to, which is 00, which is the offset in the 0C pointer table Bytes 08-09 see above.

Byte 0A is the start of the checks. It's value, 41h, has a Upper of 2 and a lower of 1. The upper indicates an attribute check, and the 1 means a diff level of 5*1+0F = 14hex, 20dec. Not sure yet the exact formula used, if luck plays a part, etc... It does use the T&T 2d6 roll.

Byte 0B Tells what attrib to check. It's value of 10h refs Luck.

Byte 0C is also 41h, meaning attrib check of diff 14h.

Byte 0D is 12h, and refs Agility this time.

Byte 0E is 01h, and it's upper is 0, indicating a skill check this time, while the lower remains 1, meaning the difficulty level is still 1. (question, since attribs are MUCH higher than skills, are there different diff formulas based on what the upper value is?)

Byte 0F is 0Dh, and points to your Acrobat skill.

Byte 10 is FF, in this case indicating the end of the check sequence. If Bit 3 of Byte 00 had been set however, there would be sets of nibble/byte replacements to use instead of the default (04-05) ones based on which check in the sequence was passed.