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baseitems.2da defines (most) of the base item types in the game and allows new ones to be added.

Hardcoded Limitations

Line Limits

There is a game engine limit of 256 (0-255) lines in baseitems.2da. It is recommended to reuse "reserved" lines for new ones. One problem with going over 255 lines is that the base item type TLK identifier will not be loaded correctly, such as in this example. In a MP game it might just not even appear properly for players, so do not use lines higher than 255.

New Armor Cannot Be Added

The "armor" line is hardcoded. There is no way to add fully functional new armor even if the slot type is defined correctly (ie it fits on the chest). This is because the actual AC value of armor is linked to the appearance, which is in turn hardcoded to the armor line in baseitems.2da.

New Ranged Weapons Cannot Be Added

Not sure why - needs investigating. There are some engine hardcoded aspects around it however, even if you reuse the ammo (given there are limited ammo slots) similar to an existing items.

Hardcoded Animations

There are some "use item" animations that are hardcoded:

  • Potion line 49 uses the "Drink" animation
  • Scroll line 75 uses the "Read" animation (seems line 54 which is a deleted line, see below, also might use this)
  • Grenade line 81 uses the "Throw" animation

Everything else uses the default "Hands, forward" use item animation.

Deleted and Cut Item Types

Some possibly interesting reviews of deleted lines; see also Cut Items.

  • Line 23: Probably another "Misc" item due to the only remaining information being EquippableSlots (set to the same as other misc/inventory only items) sized 2x1 - it_sbox
  • Line 30: Looks to be a Repeater Crossbow - models WBwXr - still are in the game files, and look like your "classic" repeater crossbow. However additional ranged items can't be added apparently.
  • Line 43: Probably another "Misc" item due to the only remaining information being EquippableSlots (set to the same as other misc/inventory only items). Unknown size.
  • Line 48: Looks to be a Nunchaku - models WSpNn - still are in the game files, and look like one (chain connecting two end points). No idea if there are any animations left however.
  • Line 54: iit_spscroll000.tga and iit_spscroll001.tga exists (a green scroll) so probably a precursor to line 75 "spell scroll" perhaps when they were more BG-like.
  • Line 67: A "it_bag" - so an old bag perhaps. it_bag.mdl is one of the more common default droppable item models/loot bags and even has an icon iit_bag.tga (1x1 icon)
  • Line 68: Probably another "Misc" item due to the only remaining information being EquippableSlots (set to the same as other misc/inventory only items). Unknown size.

There's a number of dummied/padding/"XP2SpecReq" which presumably are just unused for XP1 and XP2 item types.

2DA Columns

ColumnExample ContentsValid ValuesDescription and Notes
Name106String referenceOdd it's first but it's the base game item name (eg; unidentified items, in toolset, etc.)
labelshortswordAnythingHuman readable name of the item
InvSlotWidth11 - 10The number of horizontal squares occupied by this item's icon in the inventory panel.
InvSlotHeight21 - 6The number of vertical squares occupied by this item's icon in the inventory panel.
EquipableSlots0x1C030Bitflag of slotsA bit flag indicating the inventory slots into which this item can be placed. See the Equippable Slots notes at the bottom for more information.
CanRotateIcon

1 - rotated in quickbbar (eg; swords)

0 - not rotated in quickbar (eg; potions)

1 if inventory icon for this item may be rotated 90 degrees clockwise, such as when placed on a player's quickbar.

0 if the icon may not be rotated.

ModelType
0 = a simple item (can only select an icon/model pair);
1 = a colored item, e.g. cloaks and helms (can additionally select colors);
2 = a configurable item, e.g. weapons (select three item parts instead of an overall model);
3 = armor.
A code indicating how much the look of this item can be customized.
ItemClassWSwSsModel resref

Resref of the item's model

This is used to prefix the visual effects you can apply using iprp_visualfx.2da so don't make it too long. 5 characters is the recommended maximum.

GenderSpecific

Indicates if the item changes appearance based on the gender of the possessor. 0 = no change; 1 = changes.
Part1EnvMap

Indicates how the alpha channel for model part 1 is used. 0 = transparency; 1 = reflectiveness.
Part2EnvMap

Indicates how the alpha channel for model part 2 is used. 0 = transparency; 1 = reflectiveness. (Only used for model type "2" items.)
Part3EnvMap

Indicates how the alpha channel for model part 3 is used. 0 = transparency; 1 = reflectiveness. (Only used for model type "2" items.)
DefaultModel

The default model used when the item is lying on the ground.
DefaultIcon

The default icon used when the item's icon doesn't exist.
Container

Indicates if this item can contain other items, like a bag. 0 = not a container; 1 = is a container.
WeaponWield
**** = standard one-handed weapon;
1 = not wieldable;
4 = two-handed weapon (polearm)
5 = bow
6 = crossbow
7 = shield
8 = double-sided weapon
9 = creature weapon
10 = sling
11 = throwing weapon (dart, shuriken or throwing axe)

Indicates which animation set is used when this item is wielded (equipped) in one of the weapon slots. May also affect which slots it can work in (eg; double sided weapons take both slots)

WeaponType


1 = Piercing

2 = Bludgeoning

3 = Slashing

4 = Slashing and Piercing

5 = Piercing and Bludgeoning

The type of damage inflicted by this weapon (item).
WeaponSize

1 - tiny

2 - small

3 - medium

4 - large

5 - huge

The size of the weapon item. These numbers correspond to the rows in creaturesize.2da - and is relative to them (eg; what weapons are considered "2 handed" for Small creatures like Halflings for instance, and which weapons are too large or small for certain sized creatures to wield).

Note while the Bioware documentation suggests just 1- 5 (with 5 not being used by the game by default) there's no reason to suggest it couldn't go a bit higher (although no lower).

Should be blank **** for non-weapons.

RangedWeapon

Index to the row in Baseitems.2da specifying the type of ammunition used by a ranged weapon. Projectile weapons point to either row 20, 25, or 27. Thrown weapons point to themselves (i.e. they are their own ammunition) but the exact number does not make a difference as long as it is positive.

Note: it does not appear to be possible to create a new ranged weapon, although it is possible to replace an existing one with a new ranged weapon.

PrefAttackDist

**** if not a weapon.

The preferred distance for attacking with this item. Only relevant for weapons. Used to determine how far away the character wielding the weapon can be from the target and considered to be in melee range - although really this is controlled by the appearance.2da sizes of each creature.

MinRange

The minimum number of models of this type. The actual value to put in here is the range you want x 10. 

For Multi-Part Items (Weapons): A value of 10 here indicates that your model numbering starts at 011, incrementing by one to 019, before indexing by 10 (e.g. 019 >> 021-029 >> 031 etc. 

MaxRange

The maximum allowed number of models of this type. The actual value to put in here is the range you want x 10. The maximum possible value is 255 (although the Bioware docs suggest 999).

For Multi-Part Items (e.g. Weapons):  The MaxRange should be set no higher than 249, as the hard-limit is 255, capping the range for model 25 below 9. When reading model numbers, the first two digits correspond to the Model field of the drop down menus under "Item Properties>>Appearance" in the Toolset. The last digit of the MDL filename corresponds to the Color field in the drop down menus. The range of colors available for higher Model numbers is solely dependent upon the number of colors available in the lowest range. For example, if you only have models numbered 011-014, higher level Model numbers will only display a range of 4 Colors. Thus, continuing the example, if you added models 015-019, you would enable colors 5-9 in the Color drop down menu. 

Note, model numbers ending as "0" (e.g. 010, 020, 030, etc.) appear as Color 0 in the Color drop down menu.

For Single-Part Items: The full range of numbers is available starting at the MinRange value and ending at the MaxRange value. 

NumDice

The number of dice rolled for this weapon's (item's) damage.
DieToRoll

The number of sides of the dice rolled for this weapon's (item's) damage.
CritThreat

The chance (out of 20) that this weapon (item) will threaten a critical hit. For example, "2" would mean two chances out of 20, for a threat range of 19-20.
CritHitMult

The critical multiplier for this weapon (item).
Category

0 - none

1 - melee

2 - ranged

3 - shield

4 - armor

5 - helmet

6 - ammo

7 - thrown

8 - staves

9 - potion

10 - scroll

11 - thieves' tools

12 - misc

13 - wands

14 - rods

15 - traps

16 - misc unequippable

17 - container

19 - healers

Not sure what this is used for tbh. Possibly legacy Toolset categorisation. Can be blank with no issues it seems (eg; Creature Weapons are blank). Maybe was once going to be used to sort the inventory? Or does something hidden in the engine?

Worth setting just in case.

BaseCost
Float value probably (since Darts are 0.1)

The base value (in gold pieces) of an unenchanted item of this type.

Note that darts use the value "0.1" for this so need to determine the real properties of this column. The game UTC files use a DWORD to store the value for later use.

Stacking
0 - 65535

The maximum number of this item type that can be combined (stacked) in one inventory icon. For example, most items have this set to 1, while arrows have this set to 99.

Absolute realistic maximum is 65535 as defined by the UTC file WORD stored value - which means if a save game (or BIC is exported) with a stack over this number it will probably make the value mess up incredibly.

ItemMultiplier
Float value

A multiplier for the base value, used after the value of enhancements is added in? Used to reduce the per-item cost of some stacked items, such as arrows.

Description
StringRefA StringRef that indicates the default description for this item type. This will be used in the game for items that lack specific descriptions. It is also displayed as part of an item's properties (above the unidentified and identified descriptions) in the Toolset.
InvSoundType
inventorysnds.2da line indexAn index into inventorysnds.2da indicating the sound used when this item is placed (or moved) in a character's inventory.
MaxProps
0 - 8The maximum number of "cast spell" properties items of this type can be given when designed in the Toolset.
MinProps
0 or 1

The minimum number of "cast spell" properties items of this type must be given when designed in the Toolset.

Need to test: Does this realistically do anything other than affect the item wizard?

PropColumn

A number indicating which column of itemprops.2da is used to determine what types of properties this item can have.
StorePanel

0 = armor and clothing

1 = weapons

2 = potions and scrolls

3 = wands and magic items

4 = miscellaneous.

A number indicating where this item can be found in a store.
ReqFeat0
**** or feat.2da line indexAn index into feat.2da indicating a feat that grants proficiency with this item. A character must be proficient with an item in order to equip it. If this column is "****" then either all characters are automatically proficient with this item or this item is armor. (The default proficiencies are 32 = shield; 44 = exotic; 45 = martial; 46 = simple; 48 = druid; 49 = monk; 50 = rogue; and 51 = wizard. However, any feat can be used as a proficiency, if desired.)
ReqFeat1
**** or feat.2da line indexAn index into feat.2da indicating a feat that grants proficiency with this item. If not "****", this is an alternate to that in the preceding column.
ReqFeat2
**** or feat.2da line indexAn index into feat.2da indicating a feat that grants proficiency with this item. If not "****", this is an alternate to those in the preceding columns.
ReqFeat3
**** or feat.2da line indexAn index into feat.2da indicating a feat that grants proficiency with this item. If not "****", this is an alternate to those in the preceding columns.
ReqFeat4
**** or feat.2da line indexAn index into feat.2da indicating a feat that grants proficiency with this item. If not "****", this is an alternate to those in the preceding columns.
AC_Enchant

0 = dodge

1 = natural

2 = armor

3 = shield

4 = deflection

The type of armor class bonus granted, if this item grants one.
BaseAC

The armor class value of this item (before enchantments). Not used for armor. (By default, this column is only set for shields. This column appears to ignored by the game engine. Setting this on other lines or even changing the shield numbers has no effect in game.)
ArmorCheckPen

The armor check penalty inherent to this item. Not used for armor. (By default, this column is only set for shields.)
BaseItemStatRef

A StringRef that indicates the basic statistics of this item. This is displayed under the description when an item is examined in the game.
ChargesStarting

The starting number of charges this item has by default.
RotateOnGround

0 - no rotation

1 - rotate 90 degrees around positive y-axis

2 - rotate 90 degrees around positive x-axis

Rotation of the item model when laid on the ground. Helps potions stay upright!
TenthLBS

Ten times the weight of this item in pounds. (Prior to version 1.69, this value was divided by 256, and the remainder was used as ten times the item's weight.)
WeaponMatType

An index into weaponsounds.2da indicating what sounds this weapon (item) makes when it hits an opponent.
AmmunitionType

1 = arrow

2 = bolt

3 = bullet

4 = dart

5 = shuriken

6 = throwing axe

The index+1 into ammunitiontypes.2da that indicates the type of ammunition used by this weapon (item). This determines the models and sounds used during ranged attacks.

This may well be hardcoded according to the Bioware documentation (although admittedly the slots for ammo is hardcoded, as it were).

QBBehaviour

0 - default

1 - select spell, targets normally

2 - select spell, always targets self

Determines the behaviour when this property appears on the player's quick bar.

If set to 2, any cast spell item properties on an item of this type will always target the item's possessor (c.f. potions).

ArcaneSpellFailure

The percentage this item adds to the chance for arcane spell failure. Not used for armor. (By default, this column is only set for shields.)
%AnimSlashL

The chance (expressed as a percentage) that a character wielding this weapon (item) will be animated as making a slash from the left during an attack.

% chance to use the left-slash, right-slash, or stab animation when using this weapon.

**** if the item is not a melee weapon.

Left-Slash and Stab should add up to 100, and Right-Slash and Stab should add up to 100.

The Left and Right slash percentages are the chances of doing that move if the wielder is in the already proper stance. For example, a creature in the right-ready combat animation can only left-slash or stab, and after a left-slash, it enters the left-ready stance

%AnimSlashR

The chance (expressed as a percentage) that a character wielding this weapon (item) will be animated as making a slash from the right during an attack.
%AnimSlashS

The chance (expressed as a percentage) that a character wielding this weapon (item) will be animated as making a straight slash (from the center) during an attack.
StorePanelSort

A number indicating the order in which this item will be listed in a store (within the panel indicated by the "StorePanel" column).
ILRStackSize

The stack size used when calculating this item's value in regards to item level restrictions.
WeaponFocusFeat

NWN:EE. An index into feat.2da indicating which feat provides weapon focus for this item.
EpicWeaponFocusFeat

NWN:EE. An index into feat.2da indicating which feat provides epic weapon focus for this item.
WeaponSpecializationFeat

NWN:EE. An index into feat.2da indicating which feat provides weapon specialization for this item.
EpicWeaponSpecializationFeat

NWN:EE. An index into feat.2da indicating which feat provides epic weapon specialization for this item.
WeaponImprovedCriticalFeat

NWN:EE. An index into feat.2da indicating which feat allows improved criticals to be performed with this item.
EpicWeaponOverwhelmingCriticalFeat

NWN:EE. An index into feat.2da indicating which feat allows overwhelming criticals to be performed with this item.
EpicWeaponDevastatingCriticalFeat

NWN:EE. An index into feat.2da indicating which feat allows devastating criticals to be performed with this item.
WeaponOfChoiceFeat

NWN:EE. An index into feat.2da indicating which feat identifies this item as a weapon of choice.

Equippable Slots Notes

The "EquipableSlots" column is a bit field expressed in hexadecimal notation. The following table lists the values that can be added together to produce a value for this column.

Equipable slots
ValueInventory slot
ValueInventory slot
0x00001Helmet0x00200Amulet
0x00002Armor0x00400Belt
0x00004Boots0x00800Arrow
0x00008Gloves0x01000Bullet
0x00010Main hand0x02000Bolt
0x00020Off-hand0x1C000Creature weapons
0x00040Cloak0x20000Creature armor
0x00180Rings

Example: Since most melee weapons should be able to go into the main hand, off-hand, and creature weapon slots, the value of the "EquipableSlots" column would be "0x1C030".

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