...
The client ones tend to be based around levelling up, appeareances, visuals (icons, vfx, textures, etc.) and sounds (the latter 3 servers don't even load of course). Servers need to know about all the resources loaded by the game in regards to objects, spells, etc.
Client and Server
| 2da load reference | 2da Name | Notes |
|---|---|---|
| m_paIPRPCostTables // all of them | All cost tables in iprp_costtable.2da column "Name" | Example: iprp_bonuscost.2da |
| m_pAppearanceTable | appearance.2da | |
| m_pGenderTable | gender.2da | |
| m_pSurfaceMaterialTable | surfacemat.2da | |
| m_pVisualEffectTable | visualeffects.2da | |
| m_pPersistentVisualEffectTable | vfx_persistent.2da | |
| m_pCreatureSpeedTable | creaturespeed.2da | |
| m_pDoorTypesTable | doortypes.2da | |
| m_pGenericDoorsTable | genericdoors.2da | |
| m_pPlaceablesTable | placeables.2da | |
| m_pAreaTransitionTable | Not sure | |
| m_pIPRPSpells | iprp_spells.2da | |
| m_pIPRPLightTable | Not sure - probably iprp_lightcost.2da ? | |
| m_pIPRPColor | iprp_color.2da | |
| m_pIPRPMelee | iprp_meleecost.2da | |
| m_pItemPropDefTable | itempropdef.2da | |
| m_pItemPropsTable | itemprops.2da | |
| m_pCreatureSizeTable | creaturesize.2da | |
| m_pArmorTable | armor.2da | |
| m_pEncumbranceTable | encumbrance.2da | |
| m_pPortraitTable | portraits.2da | |
| m_pPartsChest | parts_chest.2da | |
| m_pSpellSchoolTable | spellschools.2da | |
| m_pTrapTable | traps.2da | |
| m_pLightColorTable | lightcolor.2da | |
| m_pIPRPDamageTable | iprp_damagecost.2da | May be others too |
| m_pPartsRobe | parts_robe.2da | |
| m_pItemValue | itemvalue.2da | |
| m_pPackages | packages.2da | Presumably also all the relevant class package 2das |
Client Only
While many of these are only loaded by the game client, the toolset would still make regular use of them, for instance, to be able to have a blueprint reference a particular wing model on a suitable NPC.
| 2da load reference | 2da Name | Notes |
|---|---|---|
| m_pPartTable | Not sure? | Model appearance related |
| m_pArmorTypesTable | armourtypes.2da | Sounds loading (cloth, leather, plate, chain) |
| m_pTileColorTable | tilecolor.2da | Texture loading |
| m_pReplaceTextureTable | replacetexture.2da | Texture loading |
| m_pTailModelTable | tailmodel.2da | Model appearance related |
| m_pWingModelTable | wingmodel.2da | Model appearance related |
| m_pCloakModelTable | cloakmodel.2da | Model appearance related |
| m_pCursorTable | cursors.2da | For the cursors for certain default game actions. |
| m_pActionsTable | actions.2da | For GUI icons list (player action list top left) |
| m_pAmbientMusicTable | ambientmusic.2da | Server tells client which line to load, which refers to this for the sound files |
| m_pAmbientSoundTable | ambientsound.2da | Server tells client which line to load, which refers to this for the sound files |
| m_pFootstepSoundsTable | footstepsounds.2da | Sounds loading |
| m_pAppearanceSoundsTable | appearancesndset.2da | Sounds loading |
| m_pWeaponSoundsTable | weaponsounds.2da | Sounds loading |
| m_pDefaultACSoundsTable | defaultacsounds.2da | Sounds loading |
| m_pAmmunitionTypesTable | ammunitiontypes.2da | Sounds loading |
| m_pKeymapTable | keymap.2da | Client GUI default keys/shortcuts |
| m_pPlaceableSoundsTable | placeableobjsnds.2da | Sounds loading |
| m_pDamageLevelTable | damagelevels.2da | GUI showing how damaged something is (Formats the text over creatures heads) |
| m_pEffectIconsTable | effecticons.2da | GUI effect icons (top right, inspect panel on items/characters, character sheet) |
| m_pLoadHintsTable | loadhints.2da | Loading string text loading |
| m_pSwearFilterTable | swearfilter.2da | It's funny how this is here. I presume it alters incoming messages not outgoing ones? Needs testing. Servers can implement changes to PC chat to implement a filter using OnPlayerChat event. |
| m_pPhenoTypeTable | phenotype.2da | Model appearance related |
| m_pIPRPVisualFxTable | iprp_visualfx.2da | Visual effects |
| m_pWeatherTypesTable | weathertypes.2da | Client is just told which line to load |
Server Only
| 2da load reference | 2da Name | Notes |
|---|---|---|
| Any custom 2da | eg: des_crft_aparts.2da | Loaded with Get2DAString so entirely script based access |
| m_pStateScriptsTable | statescripts.2da | Runs |
| specific scripts | ||
| m_pPoisonTable | poison.2da | Applies effects / timings of effect changes |
| m_pDiseaseTable | disease.2da | Applies effects / scripts / timing of effect changes |
| m_pRepAdjustmentsTable | repadjust.2da | Engine changes to "reputation" ie; if they're hostile or not. |
| m_pFractionalCRTable | fractionalcr.2da | Works out how much a goblin with 1/4CR is "worth" in the engine XP system/"difficulty" tags (eg; "Easy" enemy when inspected) |
| m_pEncounterDifficultyTable | encdifficulty.2da | The "value" column is loaded when referenced from the encounters GFF |
| m_pCategoryTable | categories.2da | Used by the functions for talents. Some is hardcoded (eg; potion lines). So yeah. |
| m_pExcitedDurationTable | excitedduration.2da | Presumably amount of time in milliseconds (so 10 seconds) the thing is considered in combat after the events listed |
| m_pRestDurationTable | restduration.2da | Amount of milliseconds to sit on the ground for |
| m_pPartsBelt | parts_belt.2da | |
| m_pPartsBicep | parts_bicep.2da | |
| m_pPartsFoot | parts_foot.2da | |
| m_pPartsForearm | parts_forearm.2da | |
| m_pPartsHand | parts_hand.2da | |
| m_pPartsLegs | parts_legs.2da | |
| m_pPartsNeck | parts_neck.2da | |
| m_pPartsPelvis | parts_pelvis.2da | |
| m_pPartsShin | parts_shin.2da | |
| m_pPartsShoulder | parts_shoulder.2da | |
| m_pXpBase | exptable.2da | Levelling up chart |
| m_pAssociatesAnimalCompanionTable | hen_companion.2da | |
| m_pAssociatesFamiliarTable | hen_familiar.2da | |
| m_pSkillVsItemCostTable | skillvsitemcost.2da | |
| m_pRangesTable | ranges.2da | Note the "45.0M" range for streaming in placeables is hardcoded, and a maximum of visibility regardless of values here. |
| m_pPolymorphTable | polymorph.2da | |
| m_pDamageHitVisualTable | damagehitvisual.2da | Sends a relevant visualeffect.2da line number to the client |
| m_pBodyBagTable | bodybag.2da | References a placeables.2da line |
| m_pIPRPFeatsTable | iprp_feats.2da | |
| m_pIPRPMonsterDamageTable | iprp_monsterdam.2da | |
| m_pOnHitTable | iprp_onhit.2da | Note this pretty much is hardcoded |
| m_pOnHitSpellTable | iprp_onhitspell.2da | |
| m_pOnHitDurationTable | iprp_onhitdur.2da | |
| m_pIPRPACModTypeTable | iprp_acmodtype.2da | |
| m_pIPRPWeightIncTable | iprp_weightinc.2da | |
| m_pIPRPArcSpell | iprp_arcspell.2da | |
| m_pIPRPBonusCostTable | iprp_bonuscost.2da | |
| m_pIPRPSRCostTable | iprp_srcost.2da |
NWNX Reference
Source of what is referenced by the game engine. It relates to this file: https://github.com/nwnxee/unified/blob/master/NWNXLib/API/API/CTwoDimArrays.hpp
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