How is warmth calculated in SI

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Tribun

How is warmth calculated in SI

Post by Tribun »

While reading at the Codex about how different armour items have different warmth ratings (from a minus-rating to a number up to 95) I wonder how "being warm" is actually calculated for a party member in Serpent Isle?

Is there a certain number that has to be reached in order to not have the character feel cold and take damage? Since I can't look into the source files, can someone please do this for me? That way, I could improve certain articles.

That would also be interesting in if Petra generally has this mechanism disabled, or she just has such a low minus number that she never feels cold.
Knight Captain
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Re: How is warmth calculated in SI

Post by Knight Captain »

NPC shapes have flags so they do not feel cold. Automatons and Goblins, for example.

There are eggs at entrances and exits to handle the is-it-cold question.

You can also see details in Exult by going to the F2 menu -> NPC -> NPC Flags
Tribun

Re: How is warmth calculated in SI

Post by Tribun »

Ok, that just leaves the question how much "warmth" rating has to be produced by armour in order to not feel cold. That's something the NPC flags don't tell me (or I didn't find it). There has to be some kind of minimum number, after all.
marzo
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Re: How is warmth calculated in SI

Post by marzo »

The NPC flags are actually an Exult thing; they are hard-coded in the original.

Warmth is computed by starting from a base value (which depends on the freezing flag being set, and neither value I remember off the top of my head) then add the warmth values of every piece of equipment being worn.

The warmth of each piece of equipment was hard-coded in the original, but I figured them out and made them editable in Exult; you can view them in Exult Studio.

There are a few warmth thresholds (which I don't remember off the top of my head either) that make the character take damage at different rates depending on how cold he/she is.
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Tribun

Re: How is warmth calculated in SI

Post by Tribun »

Interesting.

That could mean you don't neccassarily need a full set of winter clothes.

While a cloak is needed (and doesn't take up another armour slot), I'm surprised that footwear does have a greater selection than thought.Just look at the warmth ratings:
-Magic Boots: 65
-Swamp Boots: 80
-Furt Boots: 95

Also interesting to compare headwear:
-Magic Helm: 5
-Helm of Light: 10
-Viking Helm: 15
-Fur Cap: 35

What I think is at work is, that you don't actually need full winter gear to get protected. After all, the Helm of Light keeps you warm, despite having a worse rating than the Viking Helm, while Swamp Boots are almost as good as Fur Boots in that regard. I could speculate you only need a Snow Leopard Cloak if you wear the alternate footwear and helmets (although if that reaches the minimum number I don't know).
Dominus
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Re: How is warmth calculated in SI

Post by Dominus »

Yes, it was never necessary to have a full set of winter clothes ;)
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Knight Captain
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Re: How is warmth calculated in SI

Post by Knight Captain »

Too bad you could never buy the black-blue heating potion.
Gotcha!
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Re: How is warmth calculated in SI

Post by Gotcha! »

This is interesting stuff. I thought I knew everything that's to be known about Ultima 7, but I stand corrected.

I used to just slap a fur cap, boots and cloak on everyone and figured that'd keep me warm, like most people I reckon. Nice to know there are options. :)
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