This controls several variable damage amounts in item properties, and also the values for EffectDamageIncrease / EffectDamageDecrease which act similarly to the item properties, and EffectDamageShield.
The 2da determines static and randomised damage values.
Constants related to this 2da:
This section needs a few more notes on how this typically stacks, for instance if you have a damage bonus +3 and a damage bonus +4 which applies, why, etc.
This applies to:
- EffectDamageIncrease - can be altered to be vs. Alignment, and/or vs. Race and acts like the item damage propertis
- EffectDamageDecrease - can be altered to be vs. Alignment, and/or vs. Race and acts like the item damage propertis
- EffectDamageShield - Determines the feedback damage when hit.
Note it seems that it could be that ITEM_PROPERTY_DECREASED_DAMAGE also can work with this 2da but it is set to use iprp_neg5cost instead, but using values that go higher (while not showing on the character sheet correctly) do work.
More can be added but when 129 entries are reached in the 2da then it "overflows" on the client end (Character sheet) when showing things, but does work fine on the server end. Restricting NPC-only values to above 128 lines seem sensible.
See this nwn-issues bug.
Otherwise the limits of NumDice, Die and Rank are unknown but should be high enough for practical purposes.
Line 0 is reserved as essentially "invalid" so shouldn't be used.
|Description and Notes|
|Name||1044||Dialog.tlk string reference|
1044 is "2d6 Damage". This is used in the toolset
|Label||2d6||Human readable string||Unused by the game|
|Cost||0.85||Float||See parent page on how costs are calculated|
0 - No dice/randomness
Or positive Integer
|Amount of dice to roll, eg: 2d6, the value would be 2. If you want static damage use 0 here, eg: +40 damage you'd put 0 here and 40 in Die.|
Amount of sides on the dice to roll, eg: 2d6, the value would be 6. If you have 0 in NumDice then the full amount is applied, eg +40 damage you'd put 40 here, and 0 in NumDice.
Ranks determine which takes precedence for the VFX and stacking rules, the highest being applied.
EG: Having +2d6 Fire versus Elves, rank 14, outranks a basic +1d12 Fire, rank 12.
Need to test further regarding same damage types, different damage types, and situational (Vs. Race/Alignment) checks
|GameString||58318||Dialog.tlk string reference||58318 is "2d6" and is the human readable name when looking|
0 - no VFX
1 - VFX
The VFX is applied for the bonus damage types:
Other damage types do not get a bonus VFX.
Bioware has it set to 1 on values that average 4 or higher bonus damage.
This VFX applied is similar to what is in iprp_visualfx.2da - as in the naming convention and how it loads for different items. It's hardcoded to the word in bracket above as a reference. You can use the Visual Effect item property to override this one and the default hardcoded ones.
You can also get VFX for Attack/Damage/Enchantment bonus vs. Evil and vs. Good automatically but these don't seem to take into account this column value. This column does override it however if the VFX here is valid.