Wizardry 8 Game Mechanics / dice rolls log

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peddroelm
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Wizardry 8 Game Mechanics / dice rolls log

Post by peddroelm »

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Only logs mini skill up dice rolls atm ..
Will try to add melee and ranged to hit and penetration rolls and of course everyone's favorite .. rolls to apply/cause effect/affliction ..
Throwing and Artifact skill based casting -> fail/blowback dice rolls ..

most recent versions have bigger size and are in the posts bellow

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Re: Wizardry 8 Game Mechanics / dice rolls log

Post by gooling »

:P :wub:

THANK YOU SO MUCH Peddroelm Image

:P :wub:

peddroelm
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Re: Wizardry 8 Game Mechanics / dice rolls log

Post by peddroelm »

Code: Select all

COMBAT ROUND  3 STARTED: 
   Rapax Berserker ID=260 takes  21 DAMAGE; HP: 214/ 402 ST: 118/ 409 
     Rapax Warlock ID=254 takes  11 DAMAGE; HP: 110/ 228 ST: 128/ 335 
DICE ROLL (mini)SKILL INCREASE  My Gadget          ENGINEERING    [****   ];  chance was   1% = [100 -  98(CurSkillValue)] *  85(AverageGovAttr) *  0.01; rolled  51 
DICE ROLL (mini)SKILL INCREASE  My Gadget          ENGINEERING    [****   ];  chance was   1% = [100 -  98(CurSkillValue)] *  85(AverageGovAttr) *  0.01; rolled  54 
DICE ROLL (mini)SKILL INCREASE  My Gadget          ENGINEERING    [****   ];  chance was   1% = [100 -  98(CurSkillValue)] *  85(AverageGovAttr) *  0.01; rolled  48 
DICE ROLL (mini)SKILL INCREASE  My Gadget          ENGINEERING    [****   ];  chance was   1% = [100 -  98(CurSkillValue)] *  85(AverageGovAttr) *  0.01; rolled  48 
DICE ROLL (mini)SKILL INCREASE  My Gadget          ENGINEERING    [****   ];  chance was   1% = [100 -  98(CurSkillValue)] *  85(AverageGovAttr) *  0.01; rolled  64 
DICE ROLL (mini)SKILL INCREASE  My Gadget          ENGINEERING    [****   ];  chance was   1% = [100 -  98(CurSkillValue)] *  85(AverageGovAttr) *  0.01; rolled  12 
DICE ROLL (mini)SKILL INCREASE  My Gadget          ENGINEERING    [****   ];  chance was   1% = [100 -  98(CurSkillValue)] *  85(AverageGovAttr) *  0.01; rolled  93 
DICE ROLL (mini)SKILL INCREASE  My Gadget          ENGINEERING    [****   ];  chance was   1% = [100 -  98(CurSkillValue)] *  85(AverageGovAttr) *  0.01; rolled   1 
     Rapax Warlock ID=254 takes  13 DAMAGE; HP:  97/ 228 ST: 118/ 335 
     Rapax Warlock ID=254 takes  11 DAMAGE; HP:  86/ 228 ST: 107/ 335 
     Rapax Warlock ID=254 takes  21 DAMAGE; HP:  65/ 228 ST:  86/ 335 
     Rapax Warlock ID=254 takes  12 DAMAGE; HP:  53/ 228 ST:  69/ 335 
     Rapax Warlock ID=254 takes   9 DAMAGE; HP:  44/ 228 ST:  58/ 335 
     Rapax Warlock ID=254 takes  14 DAMAGE; HP:  30/ 228 ST:  49/ 335 
DICE ROLL (mini)SKILL INCREASE         Vi                  BOW    [       ];  chance was  34% = [100 -  64(CurSkillValue)] *  95(AverageGovAttr) *  0.01; rolled  41 
DICE ROLL (mini)SKILL INCREASE         Vi        RANGED COMBAT    [****   ];  chance was  26% = [100 -  50(CurSkillValue)] *  52(AverageGovAttr) *  0.01; rolled  73 
DICE ROLL (mini)SKILL INCREASE         Vi                  BOW    [       ];  chance was  34% = [100 -  64(CurSkillValue)] *  95(AverageGovAttr) *  0.01; rolled  65 
DICE ROLL (mini)SKILL INCREASE         Vi        RANGED COMBAT    [****   ];  chance was  26% = [100 -  50(CurSkillValue)] *  52(AverageGovAttr) *  0.01; rolled  43 
DICE ROLL (mini)SKILL INCREASE     RFS-81     THROWING & SLING    [**     ];  chance was  26% = [100 -  69(CurSkillValue)] *  85(AverageGovAttr) *  0.01; rolled  98 
DICE ROLL (mini)SKILL INCREASE   Rotchild     THROWING & SLING    [*******];  chance was  22% = [100 -  75(CurSkillValue)] *  88(AverageGovAttr) *  0.01; rolled  41 
DICE ROLL (mini)SKILL INCREASE   Rotchild     THROWING & SLING    [*******];  chance was  22% = [100 -  75(CurSkillValue)] *  88(AverageGovAttr) *  0.01; rolled  92 
DICE ROLL (mini)SKILL INCREASE   Rotchild     THROWING & SLING    [*******];  chance was  22% = [100 -  75(CurSkillValue)] *  88(AverageGovAttr) *  0.01; rolled  56 
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peddroelm
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Re: Wizardry 8 Game Mechanics / dice rolls log

Post by peddroelm »

teaser

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Melee and range CTH will error out when attacking friendlies atm (possible when insane) because I didn't care to check target type ..

Should at least be able to detect the vs friendlies case and peace out without error , breaking down the calculations vs friendlies would take a lot more work since .. different structures / different offsets / different code ...

post detailing the CTH mechanics to help make sense of the numbers
[Link]
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peddroelm
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Re: Wizardry 8 Game Mechanics / dice rolls log

Post by peddroelm »

this one has:

skill up dice rolls
PC chance to hit chance to penetrate calculations
amounts Rolled for proccing on weapon swing penetration (try to apply effect)
dice rolls to try and ignore effects/afflictions from spell or weapon on strike sources
pickpocketing/shoplifting dice rolls (also shows NPC pickpocketing inventory)

Code: Select all

**********  LOG PICKPOCKETING DICE ROLL        Rogo Attempts to steal Death Bomb *   1 from Don Barlone ;  * 0.6 (difficulty _MUL and clamped [0, 127] **********  DEBUG NPC ADDR DFE5268 
[AutoFAILED] 99(roll) vs  94(CTSteal) = 125(Pickpocket) + 10(floor(DEX/10)rogue) +  7(floor(80(NPC_disposition) +  0(Charm_eff) - 50)/4)) -  0(Nr_steal_attempts) * (10 + 1(RNG_5)) + 
 + 5*(23(PC_LvL) - 20(NPC_LVL)) + MIN( 0 , ( 31(floor(Pickpocket/4)) -   0(floor(0.1 * Item_Weigth * Item_Stack_size )) -  18(floor(0.01 * item_value)) )) 
Throwing Knife W_pen:   0  Val_pen:   0 ; Thieves Dagger W_pen:   3  Val_pen:  85 ; Chamail Doublet+2 W_pen:   5  Val_pen:  45 ; Chamail Pants+2 W_pen:   6  Val_pen:  45 ; Leather Boots W_pen:   5  Val_pen:   3 ; Amulet of Asphyxiate W_pen:   1  Val_pen: 100 ; Ankh of Dexterity W_pen:   1  Val_pen:  50 ; Renewal Potion W_pen:   0  Val_pen:  50 ; Death Bomb W_pen:   0  Val_pen:  18 ;
  Napalm Bomb W_pen:   0  Val_pen:   8 ; Dust of Defection W_pen:   0  Val_pen:   5 ; Dust of Dessication W_pen:   0  Val_pen:   2 ; Potion of Hv. Heal W_pen:   0  Val_pen:   6 ; Potion of Superman W_pen:   0  Val_pen:   8 ; Scroll of Remove Curse W_pen:   0  Val_pen:   7 ; Scroll of Fireball W_pen:   0  Val_pen:  10 ; Book of Detection W_pen:   2  Val_pen:  15 ; Poison Dart W_pen:   0  Val_pen:   0 ;
   Renewal Potion W_pen:   0  Val_pen:  50 ; Stink Bomb W_pen:   0  Val_pen:   3 ; Midnight Cloak W_pen:   5  Val_pen:  25 ; Resurrection Powder W_pen:   0  Val_pen:  20 ; Acid Bomb W_pen:   0  Val_pen:   8 ; Shuriken W_pen:   0  Val_pen:   0 ; Smelling Salts W_pen:   0  Val_pen:   0 ; Potion of Cure Poison W_pen:   0  Val_pen:   3 ; Cane of Corpus W_pen:   4  Val_pen: 800 
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peddroelm
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Re: Wizardry 8 Game Mechanics / dice rolls log

Post by peddroelm »

this one also breaks down the chance to fail / backfire for spell casting (spell book based, artifacts, music, engineering and throwing )

Code: Select all

PC   WolfLord ATTEMPTS TO CAST     Pandemonium(3) using (UNIDENTIFIED) Pandemonium Powder; A D100 will be rolled for outcome [0% ->BACKFIRE(BAD FAIL)<-  (CT_Fail/2)%  ->SUCCESS<-  100%] 
 30 40 50 58 64 70 76 81 86 90 94 97 [*100*] 102 105 107 110 SKILLs BASED PENALTY TABLE [ 6((spell cost/PL)/2) +  6(SpellLvL)] is the index 
Chance to Fail is 43% Backfire chance is 43% =  ; breakdown bellow 
43%= Max[0, 0.5 * ( 0.8 * 70 * (100(SKILL_P) * 3(PL) /7 - 0(THROWING & SLING)) / (100(SKILL_P) * 3(PL)/7)] + 30(UNIDENTIFIED)) 


PC   WolfLord ATTEMPTS TO CAST     Pandemonium(3) using (identified) Pandemonium Powder; A D100 will be rolled for outcome [0% ->BACKFIRE(BAD FAIL)<-  (CT_Fail/2)%  ->SUCCESS<-  100%] 
 30 40 50 58 64 70 76 81 86 90 94 97 [*100*] 102 105 107 110 SKILLs BASED PENALTY TABLE [ 6((spell cost/PL)/2) +  6(SpellLvL)] is the index 
Chance to Fail is 28% Backfire chance is 28% =  ; breakdown bellow 
28%= Max[0, 0.5 * ( 0.8 * 70 * (100(SKILL_P) * 3(PL) /7 - 0(THROWING & SLING)) / (100(SKILL_P) * 3(PL)/7)] + 0(identified))

PC         Bo ATTEMPTS TO CAST           Haste(3) Scroll of Haste; 
  30 40 50 58 64 70 76 81 [*86*] 90 94 97 100 102 105 107 110 30 SKILLs BASED PENALTY TABLE  [ 4((spell cost/PL)/2) +  4(SpellLvL)] is the index 
Chance to Fail is 22% Backfire chance is  7%  ; breakdown bellow 
22%= Max[0, 0.9 * 70 * (86(SKILL_P) * 3(PL) /7 - 23(ARTIFACTS)) / (86(SKILL_P) * 3(PL)/7)] 


PC   CatMuzik ATTEMPTS TO CAST    Energy Blast(6) using Amulet of Static;
  30 40 [*50*] 58 64 70 76 81 86 90 94 97 100 102 105 107 110 30 SKILLs BASED PENALTY TABLE  [ 1((spell cost/PL)/2) +  1(SpellLvL)] is the index 
Chance to Fail is 32% Backfire chance is 10%  ; breakdown bellow 
32%= Max[0, 0.9 * 70 * (50(SKILL_P) * 6(PL) /7 - 20(ARTIFACTS)) / (50(SKILL_P) * 6(PL)/7)] 


PC   CatMuzik ATTEMPTS TO CAST           Sleep(5) using Poet's Lute;
  30 40 [*50*] 58 64 70 76 81 86 90 94 97 100 102 105 107 110 30 SKILLs BASED PENALTY TABLE  [ 1((spell cost/PL)/2) +  1(SpellLvL)] is the index 
Chance to Fail is 12% Backfire chance <5% is ignored ; breakdown bellow 
12%= Max[0, 70 * (50(SKILL_P) * 5(PL) /7 - 29(MUSIC)) / (50(SKILL_P) * 5(PL)/7)] 
 
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