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Go back to the Action Class index Radiation tiles damage a party and give them radiation sickness. The data for these tiles are either 3 or 4 bytes in length. If there is to be no nibble/byte change of the tile then they are 3 bytes in length, the 3rd byte being a FFh to flag no tile change. If there is to be a tile change, the 3rd and 4th bytes will hold the nibble/byte data to change the tile to. The structure of the data is as follows:


BYTE 0[ | ]

Bits 1 - 7 String to print when you step on the tile Bit 0 AC flag. If clear, armor absorbs part of the damage. If set armor is not figured in (you get hit with the full amount)


BYTE 1[ | ]

Number of d6 to roll for the amount of damage this tile will cause. Having a Rad suit negates this.


BYTE 2 -== ==3[ | ]

These bytes will contain the nibble/byte pair to change the tile to, If no change only byte 2 will be present and it will be Ffh

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