Structure and content of the 9th QBN file section, v1.1
by Thomas Hautesserres (hautesse@cert.fr), Glen Wright
(glen@skatter.usask.ca)
Contents
Contents
Version
Note
The structure of a Pseudo-code Record
The different types of Pseudo-code records
Pseudo-code Type 0 (Item & Location) [3 sub-records]
Pseudo-code Type 1 (Item & NPC) [3 sub-records]
Pseudo-code Type 2 (Associate State with Mob) [3 sub-records]
Pseudo-code Type 3 (PC finds Item) [2 sub-records]
Pseudo-code Type 4 (Items) [5 sub-records]
Pseudo-code Type 5 (unknown) [3 sub-records]
Pseudo-code Type 6 (States) [1 sub-record]
Pseudo-code Type 7 (States) [2 or 5 sub-records]
Pseudo-code Type 8 (Quest) [3 sub-records]
Pseudo-code Type 9 (Mob) [5 sub-records]
Pseudo-code Type 0x0A / 10 (Rumors) [4 sub-records]
Pseudo-code Type 0x0B / 11 (Rumors) [4 sub-records]
Pseudo-code Type 0x0C / 12 (Length) [2 sub-records]
Pseudo-code Type 0x0D / 13 (Length) [2 sub-records]
Pseudo-code Type 0x11 / 17 (Locations) [4 sub-records]
Pseudo-code Type 0x13 / 19 (Locations) [2 sub-records]
Pseudo-code Type 0x15 / 21 (Mob) [2 sub-records]
Pseudo-code Type 0x16 / 22 (Mobs & Locations) [3 sub-records]
Pseudo-code Type 0x17 / 23 (Create Log Entry) [3 sub-records]
Pseudo-code Type 0x18 / 24 (Unknown) [2 sub-records]
Pseudo-code Type 0x1A / 26 (Item & NPC) [3 sub-records]
Pseudo-code Type 0x1B / 27 (Location) [4 sub-records]
Pseudo-code Type 0x1C / 28 (NPC) [2 sub-records]
Pseudo-code Type 0x1D / 29 (Mobs ?) [4 sub-records]
Pseudo-code Type 0x1E / 30 (NPC, Location) [3 sub-records]
Pseudo-code Type 0x1F / 31 (Daily Clock) [3 sub-records]
Pseudo-code Type 0x22 / 34 (Random State) [5 sub-records]
Pseudo-code Type 0x23 / 35 (Random State) [5 sub-records]
Pseudo-code Type 0x24 / 36 (Item) [2 sub-records]
Pseudo-code Type 0x25 / 37 (Item) [4 sub-records]
Pseudo-code Type 0x26 / 38 (Rumors) [2 sub-records]
Pseudo-code Type 0x27 / 39 (Item/Mob) [3 sub-record]
Pseudo-code Type 0x2B / 43 (Location) [3 sub-record]
Pseudo-code Type 0x2C / 44 (unknown) [2 sub-record]
Pseudo-code Type 0x2E / 46 (Remove NPC) [2 sub-records]
Pseudo-code Type 0x30 / 48 (Unknown) [2 sub-records]
Pseudo-code Type 0x31 / 49 (Unknown) [2 sub-records]
Pseudo-code Type 0x32 / 50 (Unknown) [2 sub-records]
Pseudo-code Type 0x33 / 51 (Mob killed) [1 sub-record]
Pseudo-code Type 0x34 / 52 (AND States) [5 sub-records]
Pseudo-code Type 0x35 / 53 (OR States) [5 sub-records]
Pseudo-code Type 0x36 / 54 (Item) [2 sub-records]
Pseudo-code Type 0x37 / 55 (Escort NPC) [2 sub-records]
Pseudo-code Type 0x38 / 56 (End Escort NPC) [2 sub-records]
Pseudo-code Type 0x39 / 57 (Use Item) [3 sub-records]
Pseudo-code Type 0x3A / 58 (Cure Vampirism) [1 sub-record]
Pseudo-code Type 0x3B / 59 (Cure Lycanthropy) [1 sub-record]
Pseudo-code Type 0x3D / 61 (Reputation) [3 sub-records]
Pseudo-code Type 0x3F / 63 (Unknown) [2 sub-records]
Pseudo-code Type 0x40 / 64 (Unknown) [2 sub-records]
Pseudo-code Type 0x41 / 65 (Legal Reputation) [2 sub-records]
Pseudo-code Type 0x44 / 68 (Mob) [3 sub-records]
Pseudo-code Type 0x45 / 69 (Mob) [3 sub-records]
Pseudo-code Type 0x46 / 70 (Items) [5 sub-records]
Pseudo-code Type 0x47 / 71 (Unknown) [4 sub-records]
Pseudo-code Type 0x48 / 72 (Unknown) [2 sub-records]
Pseudo-code Type 0x49 / 73 (Spell) [3 sub-records]
Pseudo-code Type 0x4C / 76 (Item) [2 sub-records]
Pseudo-code Type 0x4D / 77 (Unknown) [2 sub-records]
Pseudo-code Type 0x4E / 78 (Unknown) [2 sub-records]
Pseudo-code Type 0x4F / 79 (Unknown) [2 sub-records]
Pseudo-code Type 0x51 / 81 (Locations, NPC) [3 sub-records]
Pseudo-code Type 0x51 / 81 (Locations, NPC) [3 sub-records]
Pseudo-code Type 0x52 / 82 (NPC) [3 sub-records]
Pseudo-code Type 0x53 / 83 (Location) [4 sub-records]
Pseudo-code Type 0x54 / 84 (Play Sound) [4 sub-records]
Pseudo-code Type 0x55 / 85 (NPC) [4 sub-records]
Pseudo-code Type 0x56 / 86 (NPC) [4 sub-records]
Pseudo-code Type 0x57 / 87 (Mob) [5 sub-records]
Version
Version 1.1, released on 3/30/98 on the WinQEdit site :
http://www.enst.fr/~hautesse/daggerfall
Version 1.0 is the first version, released on 03/01/98.
Note
This document is mostly based on Dave Humphrey's
® Daggerfall Quest File (QRC/QBN) Hacking Results, v0.20 ¯ ,
on the results published by Glen Wright in an e-mail, and on
my own experiments. Much information can be obtained from the
Elder Scroll Pages site, at http://www.m0use.net/~uesp/.
It is highly recommended to be familiar with Dave
Humphrey's document's content before reading this one. The
structure on the QBN file can be easily read and changed with
WinQEdit 95, a graphical quest file editor that I wrote.
Send any comment to hautesse@cert.fr or
glen@skatter.usask.ca .
The structure of a Pseudo-code Record
The pseudo-code records section was previously referred
as the ® Messages Section ¯. It is pointed at by the
qbn_section_offset[8]. It contains a kind of pseudo-code,
that rules initial locations of Items and Mobs, what is to be
done when certain events occur, and so on.
Each record in this section has a length of 87 bytes. It
is composed of some information about the type of the record,
of five sub-records sharing the same structure, and at the
end of a Message ID field and of an unknown long integer. The
detailed structure is :
Bytes [00-03], long int : Type of pseudo-code record.
All records of a certain Type share the same number
and types of sub-records.
Bytes [04 - 05], short int : Number of valid sub-
records. The record always contains five sub-
records, but some may not be valid. The invalid
records the contain the same data as the sub-record
of the same rank in the previous pseudo-code record
(that is to say : garbage). There always at least
one valid sub-record, and at most five.
Bytes [06 - 20], sub-record : First sub-record (always
a State).
Bytes [21 - 35], sub-record : Second sub-record.
Bytes [36 - 50], sub-record : Third sub-record.
Bytes [51 - 55], sub-record : Fourth sub-record.
Bytes [66 - 80], sub-record : Fifth sub-record.
Bytes [81 - 82], short int : Message ID. Can be a real
Message ID found in the QRC file, or 0xFFFF to mean
no message is to be used.
Bytes [83 - 86], long int : Unknown, but should be
garbage because it is constant throughout the
entire file. As bytes 85 and 86 seem to be always
zeros, it could be two short ints, with the second
one always null.
Each sub-record can refer either to a section (Item
Section, Mob Section, State Section, etc.) or contain a
constant value.
When it refer to a particular section, it can be decoded
as :
Byte [00] : Almost always 0x00, but sometimes 0x01.
Maybe it is used to negate a State, for example in
a pseudo-code Type 52 record.
Byte [01 - 04] : long int : Section and record number.
For example 0x00000921 should be read record 21 of
section 09 (State). If no record number must be
specified, the last byte can be FF, like in
0x000009FF.
Bytes [05 - 06], short int : Section number, like
0x0009. Always the same section as the one in the
long int.
Byte [06], char : Garbage, set to zero in the editor.
Bytes [07 - 10], long int : Repeats the same value as
Byte [01]. If Byte[01] is 0x05 for example, then
this long int is 0x00000005. If Byte [01] is 0xFF,
this int is 0xFFFFFFFF, ans if it's 0xFE, then this
int is 0xFFFFFFFE.
Bytes [11 - 14], long int or two short ints: Garbage,
set to zeroes in the editor.
When a sub-record can also contain a constant. In that
case, it has this structure :
Byte [00] : Always 0x00 (unconfirmed).
Byte [01 - 05], long int : 0x12345678.
Bytes [05 - 06], short int : always 0x0000
(unconfirmed)
Bytes [07 - 10], long int : The constant value. Can be
a message ID, or any number, and also 0xFFFFFFFF or
0xFFFFFFFE, etc.
Bytes [11 - 14], long int : Garbage, set to zeroes in
the editor.
The different types of Pseudo-code records
This work is based on my own guess, and a lot on Glen
Wright's ones. Sometimes we disagree, or I don't have an
opinion on some types, so as for now, Glen's guesses are
noted in Italic, preceded by GW. It does not mean I think he
is wrong !
The (confirmed) tags mean I have checked the fact against
a complete listing of the Code section from all quest files,
provided by Michael Schneider, and then transformed in an
Excel spreadsheet by myself. The spreadsheet is available on
request (filename : sect8lit.xls). A complete spreadsheet for
all sections can be found in a file name sectcont.xls.
Pseudo-code Type 0 (Item & Location) [3 sub-records]
Sub-record 1 : State
Can be 0xFF or a valid record number (confirmed).
Sub-record 2 : Item
Sub-record 3 : Location
Message ID : Always 0xFFFF (confirmed)
Role : If State TRUE, place Item in Location.
Pseudo-code Type 1 (Item & NPC) [3 sub-records]
Sub-record 1 : State
Never 0xFF (confirmed)
Sub-record 2 : Item
Never 0xFF (unconfirmed)
Sub-record 3 : NPC
Never 0xFF (unconfirmed)
Message Id : 0xFFFF or a valid ID (confirmed)
Role : Set State when Item is given to NPC.
Then a Type 51 can be used to display a message (like
in O0B30Y14),
or a Type 4 used to give the reward to the player.
Pseudo-code Type 2 (Associate State with Mob) [3 sub-records]
Sub-record 1 : State
Maybe the State is set when the mob is created, and
then unset when the mob is killed (see Type 51).
Sub-record 2 : Mob
Index of Mob creature.
Sub-record 3 : Value (Number of mob to create?)
Value range from 0x00000001 to 0x00000007 (confirmed)
Message ID : 0xFFFF or a valid ID (confirmed)
Is displayed if the mob is chosen.
Role : Associate State with Mob if it is created. (Set at
creation, unset when killed). GW : ® Set State when
monster killed at location ¯.
There can be a certain number of Type 2 records sharing
the same State. Thcan be useful to display a single ® Mob
Killed ¯ message for all possible mobs. (see R0C60YY30).
Pseudo-code Type 3 (PC finds Item) [2 sub-records]
Sub-record 1 : State
Never 0xFF (confirmed). Can be inverted with a 0x01 in
byte [6].
Sub-record 2 : Item
Message ID : 0xFFFF or a valid ID (confirmed)
Role : Set State when Item is found by player, and display
a message.
Pseudo-code Type 4 (Items) [5 sub-records]
Sub-record 1 : State
Never 0xFF (confirmed).
Sub-record 2 : Item
Value is the index of an Item record. or 0xFF
Sub-records 3 to 5: Item
Value can also be FF is no item is available.
Message ID : 0xFFFF (confirmed)
Role : Give Item to player when State is Unset ? (see Type
54)
GW : ® if State TRUE then display inventory and Item ¯,
or alternate ® if Falg TRUE then erase Item ¯
Or Create Item or reward ? Compute item value if it is
random ?
In P0B30L11, sub-records 2 to 5 are 0xFF. Maybe this
type just means that the quest is completed when this
State is set, and rewards can be given.
Pseudo-code Type 5 (unknown) [3 sub-records]
Sub-record 1 : State
Never 0xFF (confirmed). Can be inverted with a 0x01 in
byte [6].
Sub-record 2 : Item
Value is the index of an Item record. (confirmed)
Sub-records 3 to 5: Location
Value is the index of an Location record. (confirmed)
Message ID : 0xFFFF or a valid ID (confirmed)
Role : GW : ® Unknown ¯
Pseudo-code Type 6 (States) [1 sub-record]
Sub-record 1 : State
Value is valid or 0xFF (confirmed).
Message ID : 0xFFFF or a valid ID (confirmed)
Role : If State TRUE then Terminate Quest.
What if the State is not specified (see S0000106.QBN
and S0000107.QBN) ?
Pseudo-code Type 7 (States) [2 or 5 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Can be inverted with a 0x01 in byte [6] (confirmed).
Sub-record 2 : State
Can be the same as State 1, or different but always
valid. (confirmed)
Sub-record 3 to 5 : State (Not always present)
Can be the same as State 1, or different, or 0xFE.
(confirmed)
Message ID : 0xFFFF or a valid ID (confirmed)
Role : GW : ® if State1 TRUE then clear States 2 to 5 ¯.
What if State1 is not specified ?
Pseudo-code Type 8 (Quest) [3 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Can be inverted with a 0x01 in byte [6] (confirmed).
Sub-record 2 : Constant
Number of main quest to trigger (from 0x0000000 to
0x000003E7)
Sub-record 3 : Constant
Same as sub-record 2 (confirmed).
Message ID : 0xFFFF or a valid ID (confirmed)
Role : GW : ® is State TRUE then trigger main quest
(S0000502 if constant is 502). ¯.
Pseudo-code Type 9 (Mob) [5 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Can be inverted with a 0x01 in byte [6] (confirmed).
Sub-record 2 : Mob
Never 0xFF (confirmed).
Sub-record 3 : Value
Never 0xFFFFFFFF (confirmed).
Sub-record 4 : Value
Never 0xFFFFFFFF (confirmed).
Sub-record 5 : Value
Can be a number or 0xFFFFFFFE (confirmed).
Message ID : 0xFFFF or a valid ID (confirmed)
Role : Maybe set Mob exact position in Location or on the
Map, when State is Set. GW : ® if State TRUE initialize
Mob ¯
In P0B30L11, the Mob is a Mage trying to Kill the PC
and its escorted NPC.
Pseudo-code Type 0x0A / 10 (Rumors) [4 sub-records]
Sub-record 1 : State
Never 0xFF (confirmed).
Sub-record 2 : Location
Can be valid 0xFF. (confirmed).
Sub-record 3 : NPC
Can be valid 0xFF. (confirmed).
Sub-record 4 : Item
Can be valid 0xFF. (confirmed).
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE talk about... ¯.
Note : At least one of the three sub-records has a
valid value, but never more than two at the same time
(confirmed).
Pseudo-code Type 0x0B / 11 (Rumors) [4 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Can be inverted with a 0x01 in byte [6] (confirmed).
Sub-record 2 : Location
Can be valid 0xFF. (confirmed).
Sub-record 3 : NPC
Can be valid 0xFF. (confirmed).
Sub-record 4 : Item
Can be valid 0xFF. (confirmed).
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE allow asking `where is...' ¯
Note : At least one (and up to 3) of the three sub-
records has a valid value (confirmed).
Pseudo-code Type 0x0C / 12 (Start timer) [2 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Can be inverted with a 0x01 in byte [6] (confirmed).
Sub-record 2 : Length/Timer
Message ID : 0xFFFF or a valid ID (confirmed)
Role : GW : ® if State TRUE start Timer ¯.
For example, compute quest length, and then allow the
quest maker to display a message announcing it. The
pseudo-code section seems to always start with a Type 12
record (whose State is 0xFF).
Pseudo-code Type 0x0D / 13 (Stop timer) [2 sub-records]
Sub-record 1 : State
Value is must be valid. (confirmed).
Sub-record 2 : Length/Timer
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE shutdown Timer ¯.
Pseudo-code Type 0x11 / 17 (Locations) [4 sub-records]
Sub-record 1 : State
Value is ALWAYS 0xFF. (confirmed)
Sub-record 2 : Location
Sub-record 3 & 4 : Value
Message ID : 0xFFFF (confirmed)
Role : Unknown.
Pseudo-code Type 0x13 / 19 (Add Location to Map) [2 sub-
records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : Location
Message ID : 0xFFFF or a valid ID (confirmed)
Role : GW : ® if State TRUE add Location to player's map. ¯
Pseudo-code Type 0x15 / 21 (Mob hurt by PC) [2 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Can be inverted with a 0x01 in byte [6] (confirmed).
Sub-record 2 : Mob
Message ID : 0xFFFF or a valid ID (confirmed)
Role : GW : ® Set State is Mob hurt by Player ¯
Pseudo-code Type 0x16 / 22 (Place Mob at Location) [3 sub-
records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : Mob
Never 0xFF (confirmed).
Sub-record 3 : Location
Never 0xFF (confirmed).
Message ID : 0xFFFF or a valid ID (confirmed)
Role : GW : ® if State TRUE place Monster at Location ¯
Pseudo-code Type 0x17 / 23 (Create Log Entry) [3 sub-records]
Sub-Record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : Value
Log entry Message ID
Sub-record 3 : Value
Ranging from 0x00000000 to 0x0000000A.
Message ID : 0xFFFF (confirmed)
Role : If State TRUE add Message referenced in sub-record 2
as log entry, at rank referenced by sub-record 3.
I don't known how to remove it, may be this is
automatically done.
Pseudo-code Type 0x18 / 24 (Unknown) [2 sub-records]
Sub-Record 1 : State
Value is always valid. (confirmed)
Can be inverted with a 0x01 in byte [6] (confirmed).
Sub-record 2 : Value
Can be 0x00000000 or 0x00000001.
Message ID : 0xFFFF (confirmed)
Role : Unknown. GW : ® probably an if State TRUE then ¯
Pseudo-code Type 0x1A / 26 (Give Item to NPC) [3 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : Item
Sub-record 3 : NPC
Is always 0xFF but in S0000008.QBN. Maybe 0xFF
represents our character?
Message ID : 0xFFFF or a valid ID (confirmed)
Role : GW : ® if State TRUE then give Item to NPC ¯.
What if NPC is 0xFF ? Give Item to player or to nobody
?
Pseudo-code Type 0x1B / 27 (Location) [4 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : Location
Always a SPECIFIC location (like Castle Daggerfall) and
never a random one. (unconfirmed)
Sub-record 3 : Value
Small number.
Sub-record 4 : Value
Big number.
Message ID : 0xFFFF (confirmed)
Role : Unknown.
Pseudo-code Type 0x1C / 28 (PC meets NPC) [2 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF (only in A0C01Y13.QBN).
(confirmed)
Sub-record 2 : NPC
Message ID : 0xFFFF
Role : Set State when PC meets NPC.
Pseudo-code Type 0x1D / 29 (Yes/No Question) [4 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : State
Never 0xFF (confirmed). State to set if player answers
YES.
Sub-record 3 : State
Never 0xFF (confirmed). State to set if player answers
NO.
Sub-record 4 : Value
Valid Message ID (confirmed).
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE, display Message (sub-record
4), with YES/NO buttons. If player answers YES, set State
2, else set State 3 ¯.
Pseudo-code Type 0x1E / 30 (NPC, Location) [3 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : NPC
Value can be valid or 0xFF. (confirmed)
Sub-record 3 : Location
Value is always valid (confirmed)
Message ID : 0xFFFF or a valid ID (confirmed)
Role : GW : ® if State TRUE, then place NPC at Location ¯.
What if NPC is unspecified ?
Pseudo-code Type 0x1F / 31 (Daily Clock) [3 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Sub-record 2 : Value
Sub-record 3 : Value
Message ID : 0xFFFF (confirmed)
Role : GW : ® set State when daily clock is between Value2
and Value3 ¯.
Pseudo-code Type 0x22 / 34 (Random State) [5 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 to 5 : State
Values can be valid, 0xFE, and can be repeated. The
first two are always valid. (confirmed).
Message ID : 0xFFFF (confirmed)
Role : if State TRUE set one State at Random.
Pseudo-code Type 0x23 / 35 (Unknownx) [5 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Can be inverted with a 0x01 in byte [6] (confirmed).
Sub-record 2 : State
Always Valid (confirmed).
Sub-record 3 to 5 : State
Values are always 0xFE. (confirmed).
Message ID : 0xFFFF (confirmed)
Role : GW : Might have to do with arrays. if State TRUE...
Pseudo-code Type 0x24 / 36 (Give Item to PC) [2 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : Item
Value is always valid. (confirmed)
Message ID : 0xFFFF or a valid ID (confirmed)
Role : GW : ® if State TRUE, then give Item to player. ¯
Related to type 0x1A ?
Pseudo-code Type 0x25 / 37 (Item) [4 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : State
Value is always valid. (confirmed)
Sub-record 3 : NPC
Value is always valid. (confirmed)
Sub-record 4 : Value
Range from 0x00000000 to 0x00000032.
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE, then set State2 if NPC
reputation >= Value. ¯
What does `NPC reputation' mean ? Is it `reputation
with NPC' ?
Pseudo-code Type 0x26 / 38 (Rumors) [2 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : Value
Value is a message ID (confirmed)
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE, then add Message to rumors. ¯
Pseudo-code Type 0x27 / 39 (Item and Mob) [3 sub-record]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : Item
Value is always valid. (confirmed)
Sub-record 3 : Mob
Value is always valid. (confirmed)
Message ID : 0xFFFF or a valid ID (confirmed)
Role : Display message when Item is given to mob ? or GW :
® if State TRUE then give Item to Mob ¯
Pseudo-code Type 0x2B / 43 (PC at Location) [3 sub-record]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Can be inverted with a 0x01 in byte [6] (confirmed).
Sub-record 2 : State
Value is always valid. (confirmed)
Sub-record 3 : Location
Value is always valid. (confirmed)
Message ID : 0xFFFF or a valid ID (confirmed)
Role : GW : ® if State TRUE then set State2 if at
Location ¯
Pseudo-code Type 0x2C / 44 (unknown) [2 sub-record]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : NPC
Value is always valid. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE then ? ¯
Pseudo-code Type 0x2E / 46 (Remove NPC) [2 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : NPC
Value is always valid. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE then remove NPC ¯
Pseudo-code Type 0x30 / 48 (Unknown) [2 sub-records]
Sub-record 1 : State
Value is always valid (confirmed)
Can be inverted with a 0x01 in byte [6] (confirmed).
Sub-record 2 : NPC
Value is always valid. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : Unknown.
Pseudo-code Type 0x31 / 49 (Unknown) [2 sub-records]
Sub-record 1 : State
Value is always valid (confirmed)
Sub-record 2 : Value
Value is always 0x0000000F. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : Unknown.
Pseudo-code Type 0x32 / 50 (Unknown) [2 sub-records]
Sub-record 1 : State
Value is always valid (confirmed)
Sub-record 2 : Value
Range from 0x00000003 to 0x0000000F. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : Unknown.
Pseudo-code Type 0x33 / 51 (Display Message) [1 sub-record]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Message ID : Never 0xFFFF
Role : If State TRUE display Message.
What if State is 0xFF ? Always display Message ? When ?
Pseudo-code Type 0x34 / 52 (AND States) [5 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Can be inverted with a 0x01 in byte [6] (confirmed).
Sub-record 2 : State
Value is always valid. (confirmed)
Sub-record 3 to 5 : State
Value can be 0xFE or a real one. (confirmed)
Message ID : 0xFFFF or a valid ID (confirmed)
Role : State 1 = State 2 AND State 3 AND State 4 AND State
5, considering those States with a 0xFE value as true. A
first byte of a sub-record set to 0x01 means a NOT.
Pseudo-code Type 0x35 / 53 (OR States) [5 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Sub-record 2 : State
Value is always valid. (confirmed)
Sub-record 3 : State
Value is always valid. (confirmed)
Sub-record 4 & 5 : State
Value can be 0xFE or a real one. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : State 1 = State 2 OR State 3 OR State 4 OR State 5,
considering those States with a 0xFE value as FALSE. A
first byte of a sub-record set to 0x01 means a NOT.
Pseudo-code Type 0x36 / 54 (Make Item ordinary) [2 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : Item
Value is always valid. (confirmed)
Message ID : 0xFFFF or a valid ID (confirmed)
Role : GW : ® If State TRUE then make Item ordinary (i.e.
non-quest). ¯
Pseudo-code Type 0x37 / 55 (Escort NPC) [2 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : NPC
Value is always valid. (confirmed)
Message ID : 0xFFFF or a valid ID (confirmed)
Role : Give NPC to player when State is Set (As an escort).
GW : ® if state TRUE then add face for NPC to screen ¯
Pseudo-code Type 0x38 / 56 (End Escort NPC) [2 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Sub-record 2 : NPC
Value is always valid. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : GW : ® if state TRUE then remove face of NPC from
screen ¯
Pseudo-code Type 0x39 / 57 (Use Item) [3 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Can be inverted with a 0x01 in byte [6] (confirmed).
Sub-record 2 : State
Value is always valid. (confirmed)
Sub-record 3 : Item
Value is always valid. (confirmed)
Message ID : 0xFFFF or a valid ID (confirmed)
Role : if State True, set State2 if Item is used by player.
Found in P0B30L11 (Item is the quest letter).
Pseudo-code Type 0x3A / 58 (Cure Vampirism) [1 sub-record]
Sub-record 1 : State
Value is always valid. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : GW : ® if state TRUE then cure Vampirism. ¯
Pseudo-code Type 0x3B / 59 (Cure Lycanthropy) [1 sub-record]
Sub-record 1 : State
Value is always valid. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : GW : ® if state TRUE then cure Lycanthropy. ¯
Pseudo-code Type 0x3D / 61 (Reputation) [3 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Can be inverted with a 0x01 in byte [6] (confirmed).
Sub-record 2 : NPC
Value is always valid. (confirmed)
Sub-record 3 : Value
Reputation change. Can be positive of negative, so it
must be a relative change.
Message ID : 0xFFFF or a valid ID (confirmed)
Role : GW : ® if State TRUE then change Reputation with
NPC ¯
As the value can also be negative, it must be a
relative change.
Pseudo-code Type 0x3F / 63 (Unknown) [2 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Sub-record 2 : Mob
Value is always valid. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : Unknown
Pseudo-code Type 0x40 / 64 (Unknown) [2 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Sub-record 2 : Mob
Value is always valid. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : Unknown
Pseudo-code Type 0x41 / 65 (Legal Reputation) [2 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Can be inverted with a 0x01 in byte [6] (confirmed).
Sub-record 2 : Value
Reputation change. Can be positive of negative, so it
must be a relative change.
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE then change player's Legal
Reputation. ¯
As the value can also be negative, it must be a
relative change.
Pseudo-code Type 0x44 / 68 (Mob) [3 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : Mob
Value is always valid. (confirmed)
Sub-record 3 : State
Value can be valid (only in P0B10L07.QBN) or 0xFF.
(confirmed)
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE, then done with Mob ¯
Why is State3 almost always 0xFF ?
Pseudo-code Type 0x45 / 69 (Mob) [3 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Sub-record 2 : Mob
Value is always valid. (confirmed)
Sub-record 3 : Value
Power Level, ranging from 0x00000006 to 0x00000040.
(confirmed)
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE, set a Power level (?) for Mob
to Constant ¯
Pseudo-code Type 0x46 / 70 (PC has Items) [5 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : State
Value is always valid. (confirmed)
Sub-records 3 : Item
Value is always valid. (confirmed)
Sub-records 4 : Item
Value can be valid (only in L0A01L00.QBN) or 0xFF.
(confirmed)
Sub-records 5 : Items
Value is always 0xFF. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE, then set State2 if player has
Item2 ¯
In L0A01L00.QBN, there are two items. Is it a AND or a
OR ?
Pseudo-code Type 0x47 / 71 (Unknown) [4 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Sub-record 2 : State
Value is always valid. (confirmed)
Sub-record 3 : Value
Values are 0x00000014, 0x00000032, 0x000003E8.
(confirmed)
Sub-record 4 : NPC
Value is always valid. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : Unknown
Pseudo-code Type 0x48 / 72 (Unknown) [2 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Sub-record 2 : Value
Values are 0x00000003 and 0x0000000F. (confirmed)
Message ID : 0xFFFF or a valid ID (confirmed)
Role : Unknown
Pseudo-code Type 0x49 / 73 (PC casts Spell) [3 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : State
Value is always valid. (confirmed)
Sub-record 3 : Value
Values are 0x00000012, 0x00000033, 0x00000039.
(confirmed)
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE, then set State1 when player
cast Spell #Value. ¯
Who knows about Spell numbers ?
Pseudo-code Type 0x4C / 76 (Give Item to PC) [2 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : Item
Value is always valid. (confirmed)
Message ID : 0xFFFF or a valid ID (confirmed)
Role : GW : ® if State TRUE, then give Item to Player. ¯
A message is displayed when the Item is given to the
player. It is useful for Quest starting with a Letter.
(see P0B30L11).
See Also : Types 0x1A (Item to NPC) and 0x27 (Item to Mob)
Pseudo-code Type 0x4D / 77 (Unknown) [2 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Sub-record 2 : Value
Values range from 0x00000003 to 0x0000000A. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : Unknown
Pseudo-code Type 0x4E / 78 (Unknown) [2 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Sub-record 2 : Value
Values range from 0x0000012F to 0x000001F4. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : Unknown
Pseudo-code Type 0x4F / 79 (Unknown) [2 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Sub-record 2 : Value
Values range from 0x0000016B to 0x000001F4. (confirmed)
Sub-record 3 : Value
Values range from 0x00000000 (often) to 0x0000000F
(only once). (confirmed)
Message ID : 0xFFFF (confirmed)
Role : Unknown
Pseudo-code Type 0x51 / 81 (Locations, NPC) [3 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : Location
Value can be valid or 0xFF. (confirmed)
Sub-record 3 : NPC
Value can be valid or 0xFF. (confirmed)
Message ID : 0xFFFF
Role : Maybe to give some NPCs a place to live, to create
them...
GW : ® Unknown ¯.
Pseudo-code Type 0x52 / 82 (Stop NPC talk) [3 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Can be inverted with a 0x01 in byte [6] (confirmed).
Sub-record 2 : NPC
Value is always valid. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE, stop NPC from talking in the
conversation screen. ¯.
What does that mean ?
Pseudo-code Type 0x53 / 83 (Location) [4 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Sub-record 2 : Location
Value is always valid. (confirmed)
Sub-record 2 : Value
Values are 0x00000010 to 0x0000001A. (confirmed)
Sub-record 2 : Value
Values are 0x000003E9 to 0x0000C716. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : Unknown
Pseudo-code Type 0x54 / 84 (Play Sound) [4 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Sub-record 2 : Value
Value is always valid. (confirmed)
Sub-record 2 : Value
Value is always valid. (confirmed)
Sub-record 2 : Value
Value is always valid. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE, then play a sound ¯
Pseudo-code Type 0x55 / 85 (Choose Questor) [4 sub-records]
Sub-record 1 : State
Value can be valid or 0xFF. (confirmed)
Sub-record 2 : NPC
Value is always valid. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE, then make NPC the `questor'
for the current quest. ¯
What is the `questor' exactly ?
Pseudo-code Type 0x56 / 86 (End Questor) [4 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed)
Sub-record 2 : NPC
Value is always valid. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : GW : ® if State TRUE, then stop NPC from being the
`questor' for the current quest. ¯
What is the `questor' exactly ?
Pseudo-code Type 0x57 / 87 (Unknown) [5 sub-records]
Sub-record 1 : State
Value is always valid. (confirmed).
Can be inverted with a 0x01 in byte [6] (confirmed).
Sub-record 2 : Mob
Value is always valid. (confirmed)
Sub-record 3 : Value
Value is always valid. (confirmed)
Sub-record 4 : Value
Value is always valid. (confirmed)
Sub-record 5 : Value
Value can be valid. or 0xFFFFFFFF. (confirmed)
Message ID : 0xFFFF (confirmed)
Role : Unknown
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