Description/ STRING_REF/ Name ID Resource LABEL Constant Simply a number to This is a A reference to the descriptive The Constant that indicate a place holder. reference to the filename of the file reference to what is defined in the This column is often number in the associated/used with that line is nwscript.nss to referenced in other .2das, dialogue.tlk this listing in the .2da referencing. designate this and the reference is to the which offers a class. placement in the row, not description/name necessarily the number of the listing in indicated. The number the toolset. itself is largely unimportant, it is merely an indicator of the place in the .2da that is referenced, so keeping the numbering consistent is a good idea. Cost This one is a weird one, here's how it works: For simple feats and properties, take the decimal value, square it, and multiply it by 1000gp to get the monetary value added. Now, for properties in the itemprops.2da, take the cost column value, square it, then go to the appropriate IPRP_*.2da for that property, in the cost column, square that value, now, take what you just got and multiply it by the value you got from squaring the column in the itemprop.2da, and multiply THAT by 1000gp to get the value added. It seems to go to the third decimal place in accuracy. ICONRESREF The visual icon displayed in the upper right for the player when the action is set in motion. Stinger_x Filename Reference to the short file that is played after battle ends. The file is a .wav file. PresetInstance_x Model ShotSound ImpactSound Filename of the sound file that is sound file that is model that is used played when the played when the in game for this ammo is fired ammo type hits its item. from a ranged target. Also a weapon. File is a .wav file .wav file. Race Envmap Bloodcolr ModelType Model filename That's the environment map applied to What color the Used to used for the the alpha channel in the model's blood is: determine what appearance set of animations textures. 'Default' is for PCs and any to use. other creature with reflective armor. 'evmap_irrid' is only used by Stag Beetle and Umber Hulk and gives them a rainbow hue effect. '****' no map, this will give you transparency on your model - black in the alpha channel will be and any textures. 'Default' is for PCsR = Red other creature with reflective P = Player armor. 'evmap_irrid' is only used by Stag Beetle=and Umber Hulk and O = Orange F Full set gives them a rainbow hue effect. '****' no map, this will give you Y = Yellow S = creature anims G black in transparency on your model - = Green the alpha=channel will be weapons L same as S, plus completely transparent. B = Blue P = Purple W = White WeaponScale Wing_Tail_Scale Helmet_Scale_M Helmet_Scale_F MoveRate WalkDist How much to All set to 1. Model M is for male, F for female, this is the reference to scale a weapon has to have a wing multiplier to scale a helmet model creaturespeed.2da that is held by or tail node to which is replacing the head model of this creature, make use of this the creature. Again, expressed as a expressed as a column multiplier multiplier. me as S, plus weapons RunDist PerSpace CrePerSpace Height HitDist PreFatCKDist Distance of personal Distance of Guess, but could preferred bubble around personal it be comparable distance in creature. space when in to tile height? All feet to attack combat mode. are set to 1. from if not using weapons. TargetHeight AbortOnParry RacialType HasLegs HasArms Portrait SizeCategory This determines self explanatory. If it .tga file used reference to the creature's has legs or arms, 1, for the portrait. creaturesize.2da height for attack if not, 0. animations. If H, then high attacks are used, if L, then low attacks are used. PerceptionDist FootstepType SoundAppType HeadTrack Head_arc_H Head_arc_V reference to reference to set to 1 if horizontal vertical the appearancesndset.2da you want range of range of footsteps.2da, the model's head head which row to head to tracking in tracking in use when follow degrees degrees determining current footstep speaker sounds. A -1 indicates no footstep sound. Head_Name BodyBag Targetable name of the what gets left The only one marked head node in on the ground as "0" is Invisible the model when the Human Male. The rest creature are "1", this seems to disappears set whether or not once dead, there is a glow around reference to the creature when bodybag.2da moused over. ArmorType WeaponTypeL WeaponTypeR WeaponTypeS WeaponTypeClsLw reference to the armor label from armor.2da WeapTypeClsH WeapTypeRch MissIndex Looping FallFws FallBck Sound played as Sound creature Sound creature a looping .wav makes when it makes when it file while the falls forward falls backwards creature is alive. Shape Radius Width/Length OnEnter HeartBeat OnExit C = Circle distance distances supposedly a script to fire on each of R = Rectangle measured in measured in these events based upon the size of the meters, only meters, only AOE, however, cannot find references to applicable for applicable for these scripts in the scripts.bif and/or how the circle the rectangle they are referenced shape shape ACBonus DexBonus ACCheck ArcaneFailure% Weight Armor class Maximum Penalty applied percent chance Divide by 10 and this gives the bonus granted to dexterity to certain skills, for arcane spells amount the armor weighs. The the wearer bonus allowed such as move to fail while armor type is identified in the while wearing silently and such wearing the armor parts_chest.2da, and the armor ACBonus column cross- references with the ACBonus column in this .2da You got us… ArmorIndex ArmorType what material the armor is made of, reference for the sounds made when struck by various things InvSlotWidth/Height EquipableSlots CanRotateIcon Inventory slot width and Identifies which slots can you equip the item into. Whether or not height. This is a hexadecimal value. the icon in the Make sure it matches the inventory can be size of the icon you created rotated to fit if earlier (the icon is 32 pixels x there is not the size of the inventory slot enough room e.g., 1 x 4 translates to 32 x 128 otherwise (I pixels). think, well, okay, I don’t know). 0x00000 – Not equipable 0 if no 0x00001 – Helmet 1 if yes 0x00002 – Armor 0x00004 – Boots 0x00008 – Gloves 0x00010 – Expendable Weapon (shuriken, etc.) 0x00020 – Shield or other offhand non-weapon 0x00030 – Missile weapon (bow, sling, etc.) 0x00040 – Cloak 0x00180 – Ring 0x00200 – Amulet 0x00400 – Belt 0x00800 – Arrow 0x01000 – Bullet 0x02000 – Bolt 0x1C000 – Creature Weapon 0x1C010 – Two-handed Weapon 0x1C030 – One-handed Weapon 0x20000 – Creature Armor ModelType ItemClass GenderSpecific The type of Name of the 0 if no model. new model you 1 if yes have created (without the _x_999 extension). 0 – normal item 1 – helmet 2 – weapon 3 – armor Part1-3EnvMap Defines how the environment map is applied to the alpha channel in the model's textures. There is one map for each of the three weapon parts: Part 1 – bottom Part 2 – middle Part 3 – top 1 will apply the environment map, giving you reflective surfaces. 0 will not apply the environment map. ****' not applicable. This is used for items that do not have 3 pieces or that do not have an actual model map. DefaultModel DefaultIcon Container WeaponWield The default Does not Is the item a container? Identifies the animations a model for when appear to be 0 if no character uses to wield the item. the item is laying used for 1 if yes on the ground. anything This only true Typically it_bag for one item, the ‘large box’. This same item is also used to create ‘large bag’ items like the magic bags of holding. 1 Non-wieldable/wearable 4 Two-handed items (e.g. halberd) 5 Bows 6 Crossbows 7 Shields 8 Double-headed weapons 9 Creature weapons 10 Dart and sling 11 Shuriken and throwing axe **** Standard weapons WeaponType WeaponSize RangedWeapon PrefAttackDist The type of weapon and Size of the Index to the type of ammunition The preferred type of damage it does. weapon. used by a ranged weapon. distance for Note: it does not attacking with this appear to be possible, at least as of weapon. Not v1.27, to create a new ranged sure how this is weapon. It is possible to replace an used. It could be existing ranged weapon with a new how far away the one. This can character stands point to either another item (for in combat or items that are projectile weapons - something. e.g., 20 for an arrow) or to the item itself (for items that are thrown – e.g., 59 for a shuriken). 1 Piercing 1 Tiny **** if this is not a ranged weapon. 2 Bludgeoning 2 Small 3 Slashing 3 Medium 4 Slashing and Piercing 4 Large MinRange MaxRange NumDice DieToRoll CritThreat The minimum number The maximum allowed number Number of Type of die Chance a crit of weapon models of of weapon models of this type. dice to roll that is rolled threat occurs. this type. Most weapons have a limit of 10 for damage. for damage The actual value to put models (and 3 colors). The game in here is the range you will ignore any models higher want x 10. It is hard to numbered than this figure. check what this actually The actual does because it value to put in here is the range probably only allocates you want x 10. So it is 100 for space in an internal most weapons. If you want 11 stack for weapon longswords instead of 10, make models. it 110. 1 = on a 20 2 = on a 19-20 3 = on a 18-20 etc. CritHitMult Category BaseCost Stacking ItemMultiplier InvSoundType Damage Basic cost in gold pieces Number of The only effect The sound made multiplier for a non-magical, identical items this seems to when clunking if you get a standard item. For that can be have is that it items around in critical hit. weapons it maps back to stacked together multiplies the your inventory. the cost in the PHB. As in your inventory basecost. Refer to soon as you start adding (this is why you inventorysnds.2da magical properties to get 99 arrows in a for detailed values. weapons, the cost goes up bundle, 10 accordingly. That is what potions, etc.) the cost line items in the item property definition tables account for. MaxProps MinProps PropColumn StorePanel ReqFeat0-4 AC_Enchant These have to do with the This is the column The panel of the merchant The feats max number of spells that from itemprops.2da inventory that this item required to an item can cast. This is which determines shows up in. use this seen in the item properties what properties can weapon. page where scrolls, wands, be assigned to a given etc. can cast 1 spell and item. Melee weapons most other items are able to at column 0 can have hold up to 8. Other almost any property properties are not included assigned to them, but in that max, only cast spells. torches at column 20 can only have light. 0 – Armor and clothing 44 Exotic 1 – Weapon 45 Martial 2 – Potions and Scrolls 46 Simple 3 – Wands and Magic items 48 Druid 4 - Miscellaneous 49 Monk 50 Rogue 51 Wizard BaseAC ArmorCheckPenalty BaseItemStatRef The standard Penalty applied to String reference to dialog.tlk for a description of the or base AC skills where wearing statistics of this item (e.g., required feats, critical hits, bonus that this armor makes it more etc.) in text form. This goes below the weapon in the item imparts. difficult, hiding eg. inventory when you identify the item. I use 59 (this leaves the description blank because there is no entry for most new weapons in dialog.tlk). Then, in the blueprint, actually put the weapon stats in the description. You won’t notice the difference when you bring up the weapon in the game engine. You could also use 0 but this causes a problem in-game because the engine interprets 0 in this field as an erroneous reference. 1 Small Shield 2 Large Shield 3 Tower Shield ChargesStarting RotateOnGround Starting # of Not sure. It appears to be an indicator that tells you how to rotate the charges model so it lays flat on the ground (e.g., you don’t want a sword standing on its edge when lain flat). 0 for most items. 0 Do not rotate? (this is used for most items without models) 50 for wands, etc. 1 Rotate 90 deg. about y axis? (this is used for most weapons) 2 Rotate 90 deg. about x axis? (this is used for crossbows and potions) TenthLBS WeaponMatType AmmunitionType QBBehaviour This number divided Type of material the Type of ammunition the weapon uses. I by 10 gives the weapon is made out think this should map to number of pounds of – used to define ammunitiontypes.2da but everything this item adds to the the sound the seems offset by +1. inventory. If this weapon makes value is over some against different number between types of armor. 250 and 300, weird Refer to things begin to weaponsounds.2da occur… for detailed listings of the different items. 1 – arrow (0 in ammunitiontypes.2da) 2 – bolt (1) 3 – bullet (2) 4 – dart (3) 5 – shuriken (4) 6 – throwing axe (5) ArcaneSpellFailure %AnimSlashL/R/S StorePanelSort ILRStackSize Amount added to the % of the time that your percentage chance character will use this for arcane spells to animation type when fail. wielding this weapon. Left, Right or Straight. For a piercing weapon, set L and R to zero. For a slashing or bludgeoning weapon, set S to zero. For a slashing/piercing weapon use a combination. This .2da is what is referenced by the bodybag entry in other .2das. It dictates what the appearance of the bodybag item is according to what has been assigned to it. ArmorClass MDLName NodeName reference .2da for other .2das Type Icon HitDie AttackBonusTable FeatsTable SavingThrowTable This is the visual What sided die Which .2da Which .2da Which .2da image that shows the class rolls reference this class reference this class referenced for saving the image of the for hit points. uses for it's attack uses for it's feats throw bonuses per class in the advancement granted. level. profile. bonuses. CLS_FEATS_* CLS_SAVTHR_* CLS_ATK_* SkillsTable SkillPointBase SpellGainTable SpellKnownTable PlayerClass SpellCaster Which .2da is Modifier Which .2da Which .2da is 0 if not a 0 if not a referenced for multiplied by the referenced for referenced for how playable spell caster, skills allowed in intelligence gaining new many spells are class, 1 if it 1 if it is. class and allowed bonus to give spells. able to be cast per is. out of class…as starting skill spell a la bards and well as granted points. sorcerers. skills. Ability Scores PrimaryAbil AlignRstrctType AlignRstrctType InvertRestriction What ability scores Ability score that Restricts the actual Affects which axis 0 = AlignRstrct get set to if the needs to be above alignment. the restriction is works normal player hits 16 to get the 10% for (only alignment "recommended" in experience bonus covered hexcode the ability score as per 3e rules. listed is allowed) assignment screen 1 = AlignRstrct in the character works Inverted creation. (only alignments NOT covered by hexcode listed allowed 0x01 = NEUTRAL 0x01 = lawchaos 0x02 = LAWFUL 0x02 = goodevil 0x04 = CHAOTIC 0x03 = both 0x08 = GOOD 0x10 = EVIL EffCRLvl1-20 Effective challenge rating assigned to a character of the given class. Used to calculate experience and encounter difficulty. The ID # is the PC level position offset by one, I.e., 0=1st level, 1=2nd level, etc. The BAB column is thebonus given to attack. FeatLabel FeatIndex List GrantedOnLevel OnMenu Name of ID # 0 = anyone can select them Which level the feat is 0 = passive feat the feat. reference 1 = meta-magic feats granted to the class. 1 = active feat of the feat 2 = class specific feats An entry of -1 means (radial) in the 3 = automatically that the feat can be feats.2da given feats selected through standard levelling up. Level FortSave RefSave WillSave Level of the Fortitude Reflex Will PC Save Save Save bonus Bonus Bonus SkillLabel SkillIndex ClassSkill Name of ID 0 means can still the skill Reference get the skill, but to the takes 2 points per skills.2da point of skill. 1 for the skill. means an in-class skill, 1 pt. for 1 skill point. NumSpellsLevels SpellLevel0-9 How many spell Number of levels the player spells for each counts as having. spell level Compare with the gained Level column to tell actual level vs. spell level. Roughly the same as the cls_spgn_* .2das except this is the spells able to be cast each spell level per caster level for bards and sorcerers. clearly this is a reference for another .2da, however, there seems to be combat modes missing, like flurry of blows for example… ACAttackMod Armor class adjustment for size. E.g. For tiny creatures, add 2 to their AC… WalkRate RunRate rate multiplier for rate walking multiplier for running note that PC movement is slightly faster than "normal" movement reference for other .2das ResRef CursorID reference for the GUI file that is displayed as the cursor VisualEffectID RangedEffectID reference to the doesn't appear VisualEffects.2da to be used ID # to play when the given effect hits a creature. references for other .2das appears to tell which AC armor level to play which sound type NoCriticalOnPC NoAoO* MinPCDamagePercent MaxNPCDamagePercent MinHP1 determines determines percentage of damage How much damage NPCs whether or not whether or not the PC will do and creatures will do creatures will do the PC will have minimum…i.e., at the maximum…i..e., at easiest criticals to the PC enemies do an easiest levels, the PC will levels, they will never do Attack of deal max damage at more than 25% damage. Opportunity on minimum the given action **** = they WILL 0 = they will NOT First_Save Subs_Save Incu_Hours Dice_x Dam_x Type_x DC of the DC of the Base is 21 hours, each 1 which sided how many ID # referencing initial save subsequent save, here adds another 30 die is rolled dice are the to resist which is made hours to the incubation for damage rolled for iprp_abilities.2da the disease after resting, or period…I.e., a 1 makes damage for which ability after the the incubation time 31 score gets incubation time is hours, a 2 makes it 61 damaged up, as well as after hours, a 3 makes it 91 each 24 hours. hours… Type End_Incu_Script 24_Hour_Script power of the what script to run which script to disease, a la at the end of the run each 24 extraordinary vs. incubation period hours superextraordinary NOTE: if 2 subsequent saves are made, the disease ends. Level_* GrantedFeat CastableFeat Indicates the reference to 0 if it is not level at which the feats.2da castable, 1 if it the spell ID# is ID # for the is. granted. The feat which is spell # is a granted reference to the spells.2da seems like this isn't used…was an aborted .2da which then got changed over to doortypes.2da Tileset TemplateResRef StringRefGame BlockSight VisibleModel SoundAppType Which tileset The mdl file of the Name as it 0 if it does 0 if the model reference to the the doors are door itself. appears in the NOT block shouldn't placeableobjectss attached to. toolset. sight (and render, if it is nd.2da…it's the missile merely a sound the door weapons), transition makes when you 1 if it does. marker, 1 if it hit it is seen in game. Doesn't really seem to do anything, has only one entry Icon .tga filename used as the icon that shows in the upper right of the screen when under said effect (also shows in character sheet) Value This is the scaling magnitude for setting difficulty of encounters. Change this and you change the scale of difficulty settings for encounters. Normal Heavy Divide by 10, and you get the encumberance levels. A few of the values are off of the 3e PHB, but they're close. DayNight Light_amb_x Light_dif_x Light_shadows Dark_amb_x Dark_dif_x Dark_shadows Sets the Default levels Default 1 to cast day Default levels Default 1 to cast night default state for each of the levels for shadows, 0 not for each of levels for shadows, 0 not for cycling RGB colors, 0- each of the to. the RGB each of the to. day and 255 RGB colors, colors, 0-255 RGB night, or 0-255 colors, 0- always dark 255 cycle night Light_fog_x Dark_fog_x Light_fog Dark_fog main1_colorx main2_color1x secondary_colorx Default Default Default Default levels for levels for Fog Fog each of the each of the amounts amounts RGB colors, RGB colors, during day during 0-255 0-255 night wind snow rain lightening shadow_alpha Strength of percentage percentage percentage shadow opacity wind, 0-2 chance for chance for chance for as a decimal… snow rain lightening i.e., 0.6 = 60% Duration The amount of time that the target of one of the two actions is driven to then retaliate against the aggressor, time in milliseconds Level XP level how attained much XP when is needed given XP to is gained advance to the given level Feat Icon Min_X PreReqFeat_X GainMultiple EffectsStack The toolset .tga file used what must be had Feats required Can you take Do the effects name of the as the icon before the feat to have before this feat gained from feat as written next to the will appear as an you can get this multiple this feat stack in the feat name in option, be it ability feat. times, 0 for with other dialogue.tlk the GUIs scores, attack no, 1 for yes bonuses, 0 for entry. bonus, or spell no, 1 for yes level. AllClassesCanUse Category MaxCR SpellID Successor CRValue A 0 means this is a Reference to the What feat this class specific feat. spells.2da entry feat cues to that this feat appear once you emulates. have it. UsesPerDay MasterFeat TargetSelf OrReqFeat_X ReqSkill ToolsCategory How many times If the PC has Skill required The number per day the PC ANY of the to have in cooresponds to can use this feat listed Feats, order to take the type of feat before it is they can take the feat. it is: exhausted for the this one. day. 0 = All Feats 1 = Combat Feats 2 = Active Combat Feats 3 = Defensive Feats 4 = Magical Feats 5 = Class/Racial Feats 6 = Other Feats Anything beyond 7 messes up the toolset HostileFeat If used, will this provoke attacks and/or hostility from target. 1 for yes. **** for no. Combat Feats Active Combat Feats Defensive Feats Magical Feats Class/Racial Feats hing beyond 7 messes up the toolset This .2da is fairly self explanatory… Each column dictates a different type of terrain that creatures might encounter, and each row is a different type of creature/NPC These are references from the FootStep column in the appearances.2da. the sound files are all .wav files. ow is a different type of creature/NPC. Denominator Min The numerical the decimal value int declared minimum needed as the to give the denominator denominator listed of the fraction Reference .2da for the appearance.2da. Same as doortypes.2da. This .2da is the list of possible animal companions, and their basic resrefs This .2da is the list of possible familiars, and their respective base resrefs This is the reference .2da for the values assigned in the baseitems.2da for INVSOUNDS. The files are all .wav files. The files are all .wav files. .2da reference for references to ability scores .2da reference for types of AC modifications .2da Reference to alignment groups. Does not combine the full 3x3 chart, but rather, each number references a different cell, I.e., good, evil, lawful, chaotic, not lawful good, or chaotic evil. .2da Reference for the full alignment combinations, I.e., Lawful Good, Lawful Neutral, etc… Arrow Bolt Bullet These are clearly values for the tags of the base ammo types. It doesn't have all of them however, but only the ones that have different models it seems (with emitters, since d6 is where the emitter/visuals take effect) .2da reference that actually gives names to the ammo types Seems to be a simple reference to a number of something…used across the boards I'm sure. totally empty .2da reference to different colors .2da reference to different types of mundane weapon damage ClientLoad NumDice Die Rank GameString Number of dice Type of Die Label for the strings that require both integers AND the "d". The others can use straight ints it appears. References for all the types of damage, including a cost multiplier for some. Value FeatIndex The # that is referenced is the ID # in the feats.2da Types of damage that can be applied by a monster… Types of monster hit properties that can be given to items…again, with the cost…and this time the Param#ResRef added for bonus confusion… All the properties that can be applied in the OnHit parameter for the item properties. Also has cost, Param#ResRef EffectChance DurationRounds percentage # of rounds the chance the target is under given property the effect for effects the target. seems to be a crossover .2da reference Has parameters if a given label is attached to a property value, which .2da to reference… reference to which ability score to damage, assuming it's what the poison.2da references in the Type_x columns reference for bonuses of protection and its cost multiplier (deflection bonus) parameters for the cost reduction property given to items. The Value column appears to be what the cost is actually multiplied by to get final cost, as opposed to the Cost column reference for the various resistance values, Amount is the actual value given in resistance property categories for the different types of things one could save against. labels for the various saving throw categories empty Reference for the cost multipliers of the various soak categories, along with the actual value of soak given. e of soak given. The various Cast Spell properties you can give to an item…with the spell index, which refers to the spells.2da reference of the spell in question, as well as the cost column again any spell listed here is immediately available for the Item Property: Spell Immunity:Specific Spell reference for increasing the cost multiplier based upon what level the spell is cast at. reference for what level the item is limited to in spells I believe CasterLvl InnateLvl SpellIndex PotionUse WandUse GeneralUse Caster level that Spell cast as an Can it be Can it be Can it be put the spell is cast at innate ability, placed on a paced on a on from the item. and this is the potion? wand? everything level that the else spell is cast at. Icon The visual que that the power is being used in the upper right of the screen when activated. reference for the various schools of magic and letters that are used as references for them empty empty Reference for the different types of traps and their cost multiplier The reference for the trap POWER level, and the multiplier for that another reference for trap power levels only entry is for zombie walk and default walk reference for cost multipliers for weight reduction property reference for cost multipliers for the wight increase values SubTypeResRef CostTableResRef Param1ResRef Seems to be the Somehow iprp.2da that is references the referenced to get iprp_costtable.2da the subtype label for something, but for this category unknown for what of item property or why. This .2da is self explanatory…the columns all represent a type of item, the rows represent the possibility of using the labeled property (given in the last column) on the item. An entry of "****" means it cannot, and an entry of "1" means it can. LABEL DesiredTreasure MaxSingleItemValue TotalValueFilter Level of all entries are 0 Used for determining Total amount of entering the highest allowed gp value allowed PC value of a single item if on a PC if Item Item Level Restrictions Level Restrictions are on are on. These .2da's are all references to the random defaults when the item wizard assigns values to magical items Prop SubProp CostTable CostVal ParamTable Param Value Which Which property gets subproperty gets assigned assigned (references (references the itemprops.2da) appropriate iprp_x.2da depending on which property is assigned ID Language0 Page Name this .2da appears to be what keys can be mapped, as well as references to the internal engine for what they do. Red Green Blue Label ToolsetRed ToolsetGreen ToolsetBlue The RBG mix to get the labelled Same, except the values are exactly one color, but not the standard 0-255 half that in the other columns. values. Uncertain what it references. Hint CampaignOnly The String Whether the ResRef in the load screen dialogue.tlk that only appears in is displayed in the module the loading start or in all screens load screens, including area transitions. ScriptingName BMPResRef TileSet StrRef The .bmp that which The name of is displayed tileset this the area type with the transition that is being transition goes with transitioned to screen List of the feats that are "master" feats, I.e, they all have subcategories within their heading. LevelAdjustment FeatRequired The level of spell Reference to adjustment to the spell feats.2da for when this meta magic which feat is feat is applied. E.g., a necessary to 1st level Quickened spell apply the meta takes up a 5th level slot. magic name filter is self explanatory. Put any words in here that you want to filter out as name options appears to be minimum specs for a computer that is attempting to run NWN, unsure what would happen if you put these settings to the point where a system couldn't run the game. Appear to tell the system what to do depending on which option is chosen from the startup GUIs. Label ClassID Attribute Gold School Domain# class Reference to Primary attribute starting gold reference to reference to name the classes.2da when assigning spellschools as domains.2da default attributes to what arcane for what scool of magic divine is the speciality domains are granted Associate SpellPref2DA FeatPref2DA SkillPref2DA Equip2DA Seems to be a reference to the reference to the reference to the reference to the reference to the appropriate appropriate appropriate appropriate hen_companions.2 PackSP* list for if a PackFT* list for if a PackSK* list for if a PackEQ* list for if a da player hits player hits player hits player hits "recommended" "recommended" "recommended" "recommended" upon level up. The upon level up. The upon level up. The upon level up. The ID determines ID determines ID determines ID determines priority in choosing. priority in choosing. priority in choosing. priority in choosing. Soundset all set to 0 These are the items that are created on the PC when they start fresh in a server If recommended is hit, this is the feat priority list for gaining new feats. The FeatIndex is the reference to the feats.2da Priority list for adding points in a skill…the recommended will equalize the values on this list first, then increase as the priority on down the list Priority list for gaining "known" spells. If recommended is hit, it will search top down this list for a spell that CAN be gained, then gains that one. CostModifier ACBonus all are set to 0 This value is cross- referenced in the armor.2da to determine weight and penalties and such, only the parts_chest seems to actually DO anything though The three phenotypes ArmorType Opened Closed Destroyed Used Locked cross-referenced sound file sound file sound file sound file sound file with other .2das to played when played when played when played played when determine sound opened closed destroyed when used failed to file played when open struck (bashed) because it was locked All sound files are in .wav format. ModelName LightColor LightOffSetX SoundAppType ShadowSize BodyBag filename of cross references the Position cross referenced all seem to be if this item is the model colors.2da for the vector that to the set to 1. used as a body color the placeable the light is in placeableobjsnds Assuming this bag for item emits relation to the 2da for the is a multiplier. drops, this will aurabase appropriate The shadow be a 1, soundset is this number otherwise, 0 times the size of the original. LowGore if the low gore setting is enabled, this is the alternate model filename to be used The different categories that something can be put into for placeables. Save_DC Handle_DC Dice_X Dam_X Default_X Script_X Cost The initial save The save to resist The die rolled for The number of Which Script to cost DC to avoid the secondary damage (I.e, a 6 dice to roll for ability run multiplier poisoning effects of the means roll a die six) the damage score to along to modify poison, which take do the with the an item effect one hour damage to poison that is after infection of the damage given this poison effects property OnHitApplied VFX_Impact Seems like if this is put at VFX to apply 1, then any weapon with when the this property will apply the poison save poison on a successful hit, is failed rather than just monster weapons doing this… Name AppearanceType RacialType PortraitID Portrait the constant cross-reference to reference to the reference to the .tga file to use for which is called the racialtypes.2da to portraits.2da to the portrait from within the appearances.2da change name change portrait scripting system to change model references while picture to use that entry used as the PC polymorphed CreatureWeaponX HideItem Equipped AbilityScores NaturalACBonus HPBonus resref of the creature Creature weapon that gets Changes to Natural AC is Number of hit weapons that should Armor equipped in the the physical changed from the points added be created and that is right hand slot statistics while human default to while equipped while created while polymorphed polymorphed this while polymorphed polymorphed and (only used in doom polymorphed equipped knight currently) SoundSet none are used, but appears you can change the soundset while polymorphed as well BaseResRef Sex Race InanimateType Plot the name of the 0 = male cross cross referenced 0 if all PC's can use it, 1 if .tga file that is 1 = female referenced with with only NPCs can make use the picture 2 = both racialtypes.2da placeabletypes.2da. of it **** if it's a placeable. shown minus 3 = other Also determines whether the po_ at the 4 = none or not portrait shows up beginning under "plot" in the toolset when selecting categories. As a note, creatures do not use the InanimateType column at all, and placeables don't appear to use either the race or plot columns at all LowGore portrait image to use if low gore option is enabled. If there's a **** there, it means that there is no Low Gore option Label Filename type of .utc file to character use as a pregenera ted character Priority Volume MaxPlaying if too many percentage of how many of the events set volume to given type can be occur at play labelled played once, what sound simultaneously gets priority reference for the different PVP settings available for a server/area feats granted to a race when selected. The featindex points to the feats.2da Appearance AbilityAdj Endurance Favored FeatsTable PlayerRace Age cross adjustment to which 1 if a player default age referenced to the given race_feat_x can select it, for this race the ability score table should be 0 if not appearance.2da when referenced for to determine selected at starting feats for model used character that race creation ToolsetDefaultClass if picked in the toolset for a custom NPC, under classes, this is the class that is automatically placed there. PrimaryRange SecondaryRange distance in Believe this is only meters used for perception, and the first value is for seen, and the second value is for heard Label PersonalRep FactionRep WitFriX WitNeuX action done change to Change to appears if the appears if the personal faction action is witnessed action is witnessed reputation to reputation if by a friend of the by someone the creature NOT target, reputation neutral to the involved witnessed altered accordingly target, reputation adjusted WitEneX appears if the action is witnessed by someone who is an enemy of the target, reputation adjusted ?? Mostly empty. Wonder if this was meant to be here default settings for the reputation grid in the toolset empty how long the rest period is, based upon level. Divide by 1000 to get rest duration in seconds refernces for filtering of the scripts based upon category filter for the different categories of sounds Icon Untrained KeyAbility ArmorCheckPenalty AllClassesCanUse Category picture file Can the Stat ability that is Is the armor penalty Is this a class all appear displayed skill be used for category used specific skill, or can to be **** when skill is used even adjustments to any class get/use it used (shows if skill level skill check in upper is at 0 right) MaxCR Constant Hostile Constant if used on assigned to the someone, is this skill to be used skill considered from the to trigger scripting "hostile" language repurcussions DeviceCostMax SkillReq_Class SkillReq_Race SkillReq_Align this is cross referenced with the rrf_wav list to create the filtered sets of sounds default values set in the toolset when you put different position options in the sound wizard default time settings put in when the various time options are chosen in the sound wizard seems to be a reference 2da, not sure what it references or what it points at though Volume MinDistance MaxDistance volume percentage played I'm so not touching this one with a ten foot pole…looks as though it determines where the sound output is drawn from for each kind of setup. Label ResRef Gender Type name of filename appears cross reference to the of the that "0" is soundsettype.2da soundset soundset "male" and "1" is "female" ish… reference .2da for types of soundsets only two entires…looks to be the two references for the water sounds IconResRef School Range VS MetaMagic icon that The letter can be cross Vocal/Somantic This is a hexidecimal value for represents the crossreferenced in referenced components. V the meta magic feats that can spell when the spellschools.2da with the signifies Vocal, be applied to the given spell. cast in the ranges.2da and S signifies Decimal values for these are action icon the first 5 ID Somantic given below. To determine the #'s are what hex flag, add all the values these letters together, and then use correspond to window's calculater to convert from the decimal to hex value (scientific calculator can do it). Empower = 1 Extend = 2 Maximize = 4 Quicken = 8 Silent = 16 Still = 32 TargetType ImpactScript Classes Innate ConjTime The type of target that the Script that Level of the spell for Level spell all set to 1500 spell can be targeted on, runs on the the given class, if is cast at if except again, in hex. Decimal target of the not useable by that it is an Phantasmal values below: spell class, then **** innate ability Killer, which is set to 900. Can't tell that this does anything. self = 0x01 creature = 0x02 area = 0x04 items = 0x08 door = 0x10 placeable = 0x20 trigger = 0x40 ConjAnim Conj_X_Visual ConjSound_X CastAnim What caster does movement Animations of the visual The sound effects The pose the caster wise when casting spell effect added at the various played, the ends in once the spell locations, head = above Male/Female sounds is cast, options listed caster's head, hand = are the chanting voices below: between his/her hands, of the caster, while the and ground = around the VFX is the actual sound caster on the ground. The effects filename is listed hand = hands in front of caster area head = hands at face level out **** = no hand movement self touch up attack creature CastTime Cast_X_Visual CastSound Proj ProjModel ProjType time in Spell VFX that The sound that Is there a the actual movement milliseconds occur when accompanies the projectile model of path of the the caster the spell is spell actually being that moves the projectile stays in the actually cast, cast rather than between the projectile CastAnim pose like the cone conjured caster and when Cone of target, 0 for Cold is cast no, 1 for yes for example homing ballistic highballistic burst accelerating spiral linked bounce ProjSpawnPoint ProjSound ProjOrientation ImmunityType ItemImmunity SubRadSpell# where the if the projectile set to path if What immunity Are placeables Spells that have projectile leaves makes a sound there is a type applies to and items multiple ways of the caster from, as it travels, this projectile that is resist the spell immune to the casting, such either hand or is the filename used effects effects of the as Polymorph head spell or not. for example, these options break down what options you can have. Category Master UserType UseConcentration SpontaneouslyCast references the This is used with the Always 1 for spells, used to determine if 1 for true, 0 for false, categories.2da SubRadSpell# 1 = spells a concentrate only Clerical column. If a spell 2 = creature check is needed to Cure/Cause wounds starts another spell power 3 = feat recover from should have this category, like 4 = item power interruption, for polymorph, this will spells, always 1 be that spell entries master spell AltMessage HostileSetting FeatID StrRef will the NPC the ID of the feat displayed consider this associated with for other an attack if the spell, cross players in cast on them, 1 references their for yes, 0 for no feats.2da message logs when the caster uses this spell reference 2da for the different arcane schools. Also assigns a letter which is used in spells.2da StateName ScriptName name of the the script state the that is run if NPC/PC is the NPC/PC put into is put into this state by something, can be found in the scripts.bif Token ActionCode Default StrRef# Category reserved Default return Possible ?? token values value StrRef if StrRef's to be to be used in there is one returned by game on an invalid the between <> return ActionCode, symbols unsure what the ActionCode points to however Walk WalkCheck LineOfSight Sound Name Is it walkable, does the wok Abbreviatoin for reference to 1 for yes, 0 for entry block Line the Name column, footstepsounds.2da. Can no of Sight, 0 for quick reference, add columns in no, 1 for yes I.e., Swamp and footstepsounds.2da to get Mud are WT, both new types of footstep of which reference sounds, and then reference the "Name" Puddle the name of the column in this column Model is the appearance model file for the creatures with tails, but is incomplete…looks like they decided on another method of implementation of this appears to be the models of the unique doors for each tileset that uses doors Corner1 Edge Corner2 Height Model These four values determine which model is The actual model then placed along the outside edge of the map, which is placed along which is the tile that can be seen but not the edge of the map. walked into. Corner1 and Corner2 are the Tiles For custom tilesets, at either corner, Edge is if there's a crosser or these need to be not in place inbetween the two tiles that needs made and included in to be taken into account, and finally, height a separate .2da to be transition as well... effective in game. appaers to be a reference to various colors, give in percentages, not RGB values TrapScript SetDC DetectDCMod DisarmDCMod ResRef IconResRef script to run if DC to set a Modifier to Modifier to resref of the inventory trap is triggered trap of this detect traps of disarm traps of trap item image of type this type this type (also model trap kit of applies to this type recovering AFAIK) Appears to be multipliers to treasure handouts depending on the setting, assuming it is set in the encounter properties? model references, to what appears to be a visual effect model, however, the VFX's associated don't appear to actually utilize th ated don't appear to actually utilize the VFX Label Shape Radius Width Length OnEnter OnExit Heartbeat constant C for If C in If R in shape, script to fire script to fire script to run associated circular, R shape, this is the width when a target when the while the target with the VFX for this is the and length of enters the target leaves is in the VFX rectangular radius in the area area of the the area of meters VFX the VFX OrientWithGround DurationVFX Model## NumAct## Duration## EdgeWght## SoundImpact all set to 0 appears to be Model file of the Number of Duration sound file the filename VFX to be instances the various played upon of the vfx that displayed over that the VFX the target area fires while the the area that is referenced models when VFX vfx is being affected geometry stay in place starts fired gets used SoundDuration SoundCessation SoundOneShot SoundOneShotPercentage ModelMin## sound file played sound file played Model of the while VFX is in when the VFX VFX that is effect ends applied to a target if affected while in the VFX default settings for video options if one of the default options is selected, as in, fast, low, good, best..etc… ood, best..etc… Type_FD OrientWithGround Imp_HeadCon_Node Imp_Impact_Node D = Duration effect, all are set to 0 VFX model played on VFX model played persiste, and F the head node on the impact node = FireAndForget Imp_Root_X_Node ProgFX_Impact SoundImpact ProgFXDuration SoundDuration VFX model played This is used for sound file to Programmed FX sound file played on the root node, the effects that affect be played on that have a while the VFX is height is determined another model, the impact of duration occuring by creature size, rather than using the VFX, I.e., which is the 3rd a model of its the target parameter in this own, like column, S, M, L, H, stoneskin and/or etc… invisibility ProgFX_Cessation SoundCessation Ces_HeadCon_Node Ces_Impact_Node Ces_Root_X_Node Programmed effects sound file played None of these entries appear to be used for anything that apply at the end when the VFX of the duration ends ShakeType ShakeDelay ShakeDuration LowViolence LowQuality If a screen bump or can add a how long to VFX to use if low quality is shake is associated with delay to the shake if screen instead if low selected in the VFX as well, a 1 is a bump/shake shake is selected violence option is video options, screen bump and a 2 is a effect if you selected use this vfx screen shake. want, time in model instead seconds of the one listed The different types of waypoints that can be placed in the toolset. Colors and their model names are listed. names are listed. Fairly self explanatory. Based upon the reference from baseitems.2da from WeaponMatType references the ID# here. The sounds are then associated depending on what is struck, listed here two listings, give the model name for the wings associated with those two creatures LevelDiff Balance Bonus XP granted depending on relative CR ratings. Assuming this is a base that is then adjusted depending on circumstance. d depending on circumstance.