NWN:EE introduces the ruleset.2da file. This is mostly usable by scripters to get the actual game data around certain otherwise hardcoded numbers.
Server admins (or module designers) can alter this file to alter basic properties of feats and other aspects of the base game. These were evidently originally just constants in some C++ files now that are loaded dynamically from the 2da instead.
Since there isn't a lot of documentation around it here is a list of what the entries may mean, although experimentation is welcomed and maximum/minimum values are not known.
There is also no automatic update to the documentation of each skill/feaat/spell/class/etc. affected. A custom dialogue.tlk is required for this.
Notes on Entries
You can actually change the order of the lines, the entries are looked up by exact string references. IE if the CALLED_SHOT_TO_HIT_MODIFIER label is changed to CALLED_SHOT_TO_HIT_MODIFIER_CHANGED it stops working and the default value is used instead.
This does mean technically you can provide a very cut down version for clients for the client-only values. However this isn't a great idea since no doubt you'll have problems if you forget to change it one day and only change your server one.
To find these values in nwscript it is a good idea to cache the values as local variables, see an example here, rather than using line IDs to reference them, in case they change in a future patch.
Notes on Values
Notes:
- Any distances are in meters not feet. Each tile in the game is 10 meters across. By default players can see 35 meters when looking for creature objects (although can cast long range area of effect spells up to 40 meters away) and placeables appear 45M away.
- No limits have been tested. Let us know on the NWVault Discord if you have maximum and minimum test values. Most of the time it is likely to be the same limits as other effects for increasing/decreasing amounts of stats.
- Some useful limit notes even if untested:
- Dice sides and amount will be capped likely at 255
- Bonuses to things with existing limits, such as ability bonus amounts, may hit them if set to high
If there is a mechanic where you get X every Y things (e.g. +1 AC every 5 tumble ranks), and the entry is TUMBLE_NUM_RANKS_PER_AC_BONUS = 5, setting that to zero invokes Cthulhu and he does Bad Things™️ to your game. It makes no sense. If you want to disable the AC bonus from tumble, set it to >= 44.
Hardcoded Aspects
The entire file essentially does unhardcode several areas but still has some limitations:
- You cannot replace or change the behaviour of many built in effects by much. You can usually disable them or make them useless however
- Affected skills, feats or classes will be tied back to the 2da line ID not anything dynamic
- Changing the values here are mostly untested - please add in notes where you can - some assumptions are made in the description column and should be amended if wrong. Some values may cause very unexpected or even crashy behaviour.
2da Contents
ID | Label | Default Value | Value Type | Known Valid Limitations | Minimum Game Version | Description |
---|---|---|---|---|---|---|
0 | **** | (Moved from "Value" column) "Note that these constants are exposed for advanced users and no warranties as to behaviour are given." | ||||
1 | **** | (Moved from "Value" column) "We reserve the right to change or remove them without warning." | ||||
2 | **** | (Moved from "Value" column) "Also, we provide no guarantees that the semantics of values defined here remain unchanged between patches." | ||||
3 | **** | (Moved from "Value" column) "If you change this file as part of your custom content, please read the patch notes for each release" | ||||
4 | **** | (Moved from "Value" column) "to know about potentially required migrations/changes." | ||||
5 | **** | **** | ||||
6 | **** | (Moved from "Value" column) "Everything below here can be changed on the server only. Clientside changes are further down." | ||||
7 | CALLED_SHOT_TO_HIT_MODIFIER | -4 | Integer | FEAT_CALLED_SHOT to hit attack modifier | ||
8 | CALLED_SHOT_EFFECT_DURATION | 24.0f | Float | FEAT_CALLED_SHOT duration of the negative effect in seconds. This appears to be applied as subtype "0" (invalid, or "not set", thus unaffected by dispel magic) effect with no SpellID, and the effect creator set to the user of the feat. | ||
9 | CALLED_SHOT_ARM_ATTACK_PENALTY | 2 | Integer | FEAT_CALLED_SHOT - Arm variant - EffectAttackDecrease(X) amount (higher = more negative penalty). | ||
10 | CALLED_SHOT_LEG_ABILITY_PENALTY | 2 | Integer | FEAT_CALLED_SHOT - Leg variant - EffectAbilityDecrease(ABILITY_DEXTERITY, X) - dexterity penalty (higher = more negative penalty) | ||
11 | CALLED_SHOT_LEG_MOVEMENT_PENALTY | 20 | Integer | FEAT_CALLED_SHOT - Leg variant - EffectMovementSpeedDecrease(X) percentage amount penalty (higher = more negative penalty) | ||
12 | SAP_TO_HIT_MODIFIER | -4 | Integer | FEAT_SAP - To hit attack modifier | ||
13 | SAP_EFFECT_DURATION | 12.0f | Float | FEAT_SAP - Duration of effect. The effect is EffectDazed(). This appears to be applied as subtype "0" (invalid, or "not set", thus unaffected by dispel magic) effect with no SpellID, and the effect creator set to the user of the feat. Notably no visual effect occurs except the swaying animation (if applicable). | ||
14 | DISARM_TO_HIT_MODIFIER | -6 | Integer | FEAT_DISARM - To hit attack modifier | ||
15 | IMPROVED_DISARM_TO_HIT_MODIFIER | -4 | Integer | FEAT_IMPROVED_DISARM - Replacement to hit attack modifier if present | ||
16 | DISARM_WEAPON_SIZE_MODIFIER | 4 | Integer | FEAT_IMPROVED_DISARM - Every weapon size difference is multiplied by this amount (eg: if set to 2, a Large weapon gets a +2 modifier versus a Medium weapon) | ||
17 | KNOCKDOWN_TO_HIT_MODIFIER | -4 | Integer | FEAT_KNOCKDOWN - To hit attack modifier | ||
18 | KNOCKDOWN_EFFECT_DURATION | 4.5f | Float | FEAT_KNOCKDOWN - Duration of EffectKnockdown(), applied temporarily. Note EffectKnockdown() returns EFFECT_TYPE_INVALIDEFFECT. This appears to be applied as subtype "0" (invalid, or "not set", thus unaffected by dispel magic) effect with no SpellID, and the effect creator set to the user of the feat. | ||
19 | KNOCKDOWN_CREATURE_SIZE_MODIFIER | 4 | Integer | FEAT_KNOCKDOWN - The multiplier of size differences, eg: if set to 2, a Large creature will get a +2 modifier to hit against a Medium creature. | ||
20 | IMPROVED_PARRY_MODIFIER | 4 | Integer | The amount added to SKILL_PARRY when selecting FEAT_IMPROVED_PARRY. This notably stacks with FEAT_SKILL_FOCUS_PARRY and FEAT_EPIC_SKILL_FOCUS_PARRY. | ||
21 | GOOD_AIM_MODIFIER | 1 | Integer | FEAT_GOOD_AIM - The attack bonus to throwing weapons provided by this feat. | ||
22 | STUNNING_FIST_TO_HIT_MODIFIER | -4 | Integer | FEAT_STUNNING_FIST - To hit attack modifier | ||
23 | STUNNING_FIST_DAMAGE_MODIFIER | -4 | Integer | FEAT_STUNNING_FIST - damage modifier | ||
24 | STUNNING_FIST_EFFECT_DURATION | 6.0 | Float | FEAT_STUNNING_FIST - Duration of the EffectStunned(). This is applied as a SupernaturalEffect subtype (to bypass Mind immunities), for this duration. The SpellID is invalid but the creator is the user of the feat. There is notably no linked visual effect, although one is applied it can't be detected by an effect loop check. | ||
25 | STUNNING_FIST_BASE_SAVE_DC | 10 | Integer | FEAT_STUNNING_FIST - Base save DC (the modifiers are a creatures Hit Dice / 2 and Wisdom attribute bonus, plus 2 for each FEAT_EPIC_IMPROVED_STUNNING_FIST_X). | ||
26 | CRIPPLING_STRIKE_STRENGTH_MODIFIER | 2 | Integer | FEAT_CRIPPLING_STRIKE - This is the EffectAbilityDecrease(ABILITY_STRENGTH, X) applied as a permenent effect. This appears to be applied as subtype "0" (invalid, or "not set", thus unaffected by dispel magic) effect with no SpellID, and the effect creator set to the user of the feat. Notably while testing as a DM, this was not removed by DM Heal or Force Rest entirely - the effects however appeared to reset to 0 strength modifier. Possible bug. | ||
27 | **** | **** | ||||
28 | PARRY_RIPOSTE_DIFFERENCE | 10 | Integer | SKILL_PARRY - The amount of difference you need in your parry roll to provide a riposte. See more details on the nuances of parry on the NWN fandom wiki | ||
29 | TAUNT_EFFECT_DURATION | 30.0f | Float | SKILL_TAUNT - The duration of the taunt in seconds. The taunt effect is a single, special one, returning EFFECT_TYPE_INVALIDEFFECT. This appears to be applied as subtype "0" (invalid, or "not set", thus unaffected by dispel magic) effect with no SpellID, and the effect creator set to the user of the feat. | ||
30 | TAUNT_ARCANE_SPELL_FAILURE | 30 | Integer | SKILL_TAUNT - The amount of arcane spell failure applied. Arcane spell failure is not accessible as an effect type (EffectSpellFailure is a separate one). Patch 87.8193.35 made the Taunt use the higher of EffectSpellFailure amounts, or this value (30). So a minimum of this value will be applied as spell failure. | ||
31 | TAUNT_MAX_MODIFIER | 6 | Integer | SKILL_TAUNT - Maximum AC penalty. It is a EffectACDecrease of Dodge type. The effect is part of the EFFECT_TAUNT applied. | ||
32 | ALERTNESS_SKILL_BONUS | 2 | Integer | FEAT_ALERTNESS - Bonus added to SKILL_SPOT and SKILL_LISTEN. | ||
33 | STONECUNNING_SEARCH_SKILL_BONUS | 2 | Integer | FEAT_STONECUTTING - Bonus added to SKILL_SEARCH in "underground" tagged areas. | ||
34 | TRACKLESS_STEP_SKILL_BONUS | 4 | Integer | FEAT_TRACKLESS_STEP - Bonus added to SKILL_HIDE and SKILL_MOVE_SILENTLY in areas that are "exterior", "natural", and "above ground". | ||
35 | RESIST_NATURES_LURE_SAVE_BONUS | 2 | Integer | FEAT_RESIST_NATURES_LURE - Bonus added to saves against SAVING_THROW_TYPE_FEAR (not sure any built-in fear saves that are not in a spell or creature ability script). | ||
36 | BLIND_PENALTY_TO_SKILL_CHECK | 4 | Integer | When EffectBlindness (without trueseeing), or EffectDarkness (without ultravision) is applied this is the penalty amount given to SKILL_DISCIPLINE, SKILL_HIDE, SKILL_MOVE_SILENTLY, SKILL_OPEN_LOCK, SKILL_PARRY, SKILL_PICK_POCKET, SKILL_SET_TRAP and SKILL_TUMBLE | ||
37 | PICKPOCKET_HOSTILE_CREATURE_DC | 30 | Integer | Default DC for hostile creatures when SKILL_PICK_POCKET is used on them. See NWN fandom wiki for more information on pick pocket. | ||
38 | PICKPOCKET_NEUTRAL_CREATURE_DC | 20 | Integer | Default DC for neutral creatures when SKILL_PICK_POCKET is used on them. See NWN fandom wiki for more information on pick pocket. | ||
39 | PICKPOCKET_CREATURE_DEAD | 0 | Integer | Default DC for dead creatures when SKILL_PICK_POCKET is used on them. See NWN fandom wiki for more information on pick pocket. | ||
40 | MAX_NON_ROGUE_DISARM_LEVEL | 35 | Integer | The maximum DC of a trap that can be disabled by a non-Rogue class using SKILL_DISARM_TRAP. | ||
41 | MAX_NON_ROGUE_DETECT_LEVEL | 35 | Integer | The maximum DC of a trap that can be detected by a non-Rogue class using SKILL_SEARCH. | ||
42 | ASSESSTRAP_EFORTLESS_MODIFIER | 15 | Integer | When using SUBSKILL_EXAMINETRAP on a trap, if the disarm DC is <= our SKILL_DISABLE_TRAP + 20 - ASSESSTRAP_EFORTLESS_MODIFIER, it pops up "effortless". EG with the default 15: Trap is DC 30, and we have a skill rank of 25 or more. | ||
43 | ASSESSTRAP_EASY_MODIFIER | 10 | Integer | When using SUBSKILL_EXAMINETRAP on a trap, if the disarm DC is <= our SKILL_DISABLE_TRAP + 20 - ASSESSTRAP_EASY_MODIFIER, it pops up "easy". EG with the default 10: Trap is DC 30, and we have a skill rank of 20 - 24. | ||
44 | ASSESSTRAP_CHALLENGING_MODIFIER | 5 | Integer | When using SUBSKILL_EXAMINETRAP on a trap, if the disarm DC is <= our SKILL_DISABLE_TRAP + 20 - ASSESSTRAP_CHALLENGING_MODIFIER, it pops up "challenging". EG with the default 5: Trap is DC 30, and we have a skill rank of 15 - 19. | ||
45 | ASSESSTRAP_DIFFICULT_MODIFIER | 0 | Integer | When using SUBSKILL_EXAMINETRAP on a trap, if the disarm DC is <= our SKILL_DISABLE_TRAP + 20 - ASSESSTRAP_DIFFICULT_MODIFIER, it pops up "difficult". EG with the default 0: Trap is DC 30, and we have a skill rank of 10 - 14. If we have less than 10 skill then it is stated to be "impossible" (although thieves tools may still allow us to deal with it). | ||
46 | SKILL_DISABLETRAP_SYNERGY_LEVEL | 5 | Integer | Set to a non-zero value else Bad Things will happen. Set to 44 (or some other unobtainable rank number) to disable. | The amount of ranks of SKILL_DISABLE_TRAP needed to obtain a synergy bonus to SKILL_SET_TRAP. There is no need to calculate this manually it is automatically added to a characters skill amount. | |
47 | SKILL_DISABLE_TRAP_SYNERGY_BONUS | 2 | Integer | The amount of bonus each synergy bonus of the above amount is. EG: By default 15 ranks of SKILL_DISABLE_TRAP provides 3 * this modifier in skill bonus to SKILL_SET_TRAP. | ||
48 | SKILL_SETTRAP_SYNERGY_LEVEL | 5 | Integer | Set to a non-zero value else Bad Things will happen. Set to 44 (or some other unobtainable rank number) to disable. | The amount of ranks of SKILL_SET_TRAP needed to obtain a synergy bonus to SKILL_DISABLE_TRAP. There is no need to calculate this manually it is automatically added to a characters skill amount. | |
49 | SKILL_SETTRAP_SYNERGY_BONUS | 2 | Integer | The amount of bonus each synergy bonus of the above amount is. EG: By default 15 ranks of SKILL_SET_TRAP provides 3 * this modifier in skill bonus to SKILL_DISABLE_TRAP. | ||
50 | SKILL_PICKPOCKET_HOSTILE_SPOT_BONUS | 10 | Integer | When using SKILL_PICKPOCKET on a hostile creature they get this bonus to their SKILL_SPOT opposing check to detect the pickpocket attempt. | ||
51 | CONCENTRATION_CHECK_RANGE | 4.0f | Float | The distance in meters (the game uses meters when GetDistanceBetween for instance is used) that a SKILL_CONCENTRATION check applies a melee penalty set below. | ||
52 | CONCENTRATION_CHECK_MELEE_PENALTY | 4 | Integer | The penalty to SKILL_CONCENTRATION if an enemy is within CONCENTRATION_CHECK_RANGE and doesn't have FEAT_COMBAT_CASTING. | ||
53 | CONCENTRATION_BASE_DC | 10 | Integer | SKILL_CONCENTRATION default DC, which usually is equal to 10 (this setting) + damage received + spell level. | ||
54 | ANIMAL_EMPATHY_ANIMAL_DC | 15 | Integer | SKILL_ANIMAL_EMPATHY default DC for RACIAL_TYPE_ANIMAL is this plus the hit dice of the creature. | ||
55 | ANIMAL_EMPATHY_BEAST_DC | 19 | Integer | SKILL_ANIMAL_EMPATHY default DC for RACIAL_TYPE_BEAST or RACIAL_TYPE_MAGICAL_BEAST is this plus the hit dice of the creature. | ||
56 | **** | **** | ||||
57 | MAX_MELEE_DISTANCE | 3.0f | Float | This appears to be unused by the game, and an erroneous ruleset.2da addition that does nothing. | ||
58 | MIN_RANGED_DISTANCE | 10.0f | Float | This is to do with the way ranged projectiles are done when a target is missed, if the target is outside of this range the assumption is the attack was done "properly" with a better trajectory into some distant place, if too near though it will find a place to fire it into the ground around the target instead. | ||
59 | MAX_RANGED_SNEAK_ATTACK_DISTANCE | 10.0f | Float | Maximum distance in meters between you and a target to perform FEAT_SNEAK_ATTACK and related sub-feats automatically. | ||
60 | MAX_RANGED_FLANK_ATTACK_DISTANCE | 10.0f | Float | Maximum distance in meters between you and a target to get flanking bonuses, and possible sneak attacks. | ||
61 | RANGED_MISS_DISTANCE_MODIFIER | 4.0f | Float | This is to do with the way ranged projectiles are done when a target is missed, in this case it is the divider for how close a projectile will be to the target, based on the attack roll. So a difference of 1 to hit means it'll be a "close miss" and being 10 away will be much further out. Distance of 10 would be 10.0 / 4.0 = 2.5f meters, while 1 would be 1.0 / 4.0 = 0.25f meters. This is then applied to vary the amount of "miss distance" from the target the projectile should be. | ||
62 | CROSSBOW_ATTACKS | 1 | Integer | Likely the amount of attacks the two crossbow weapons BASE_ITEM_LIGHT_CROSSBOW and BASE_ITEM_HEAVY_CROSSBOW make in a round without FEAT_RAPID_RELOAD. | ||
63 | SLOWED_ATTACKS | 1 | Integer | When EffectSlow is applied how many attacks the target creature has in total. | ||
64 | HASTED_BONUS_ATTACKS | 1 | Integer | When EffectHaste is applied how many bonus attacks the target create has added. It is added so that 6/1 becomes 6/1/-4. | ||
65 | NUM_ATTACKS_OF_OPPORTUNITY | 1 | Integer | Untested - Presumably the amount of attacks of opportunity available to a creature in any given round. | ||
66 | DEFENSIVE_CASTING_BASE_DC | 15 | Integer | When ACTION_MODE_DEFENSIVE_CAST is enabled, the base DC is this value. | ||
67 | COUNTERSPELL_LESSER_DISPEL_THRESHOLD | 2 | Integer | The highest level of spell counterspelled (ActionCounterSpell) by SPELL_LESSER_DISPEL (this line is hardcoded to be line 94 in spells.2da) | ||
68 | COUNTERSPELL_DISPEL_THRESHOLD | 3 | Integer | The highest level of spell counterspelled (ActionCounterSpell) by SPELL_DISPEL_MAGIC (this line is hardcoded to be line 41 in spells.2da) | ||
69 | COUNTERSPELL_GREATER_DISPEL_THRESHOLD | 5 | Integer | The highest level of spell counterspelled (ActionCounterSpell) by SPELL_GREATER_DISPELLING (this line is hardcoded to be line 67 in spells.2da) - Notably this appears to be different that what the NWN wiki states is the level, possibly due to Bards getting it at level 5 (although at a much higher class level given their spell progression). | ||
70 | COUNTERSPELL_MORDENKAINENS_DISJUNCTION | 9 | Integer | The highest level of spell counterspelled (ActionCounterSpell) by SPELL_MORDENKAINENS_DISJUNCTION (this line is hardcoded to be line 122 in spells.2da) | ||
71 | BLIND_TARGET_BONUS | 2 | Integer | When EffectBlindness (without trueseeing), or EffectDarkness (without ultravision) is applied this is the bonus other creatures who are not blind get to attack the person with blindness. | ||
72 | BLIND_MISS_CHANCE | 50 | Integer | When EffectBlindness (without trueseeing), or EffectDarkness (without ultravision) is applied this is the amount of miss chance the person with blindness has against other creatures. | ||
73 | PRONE_MELEE_TARGET_BONUS | 4 | Integer | When EffectKnockdown is applied, any other creature attacking the creature affected gains this modifier to attack rolls if attacking with a melee weapon. | ||
74 | FLANK_ATTACK_BONUS | 2 | Integer | When a creature flanks another creature (ie when creature A and B are attacking each other, creature C can flank either), this is the attack bonus applied. Flanking can also allow sneak attacks. | ||
75 | PRONE_RANGED_TARGET_BONUS | -4 | Integer | When EffectKnockdown is applied, any other creature attacking the creature affected gains this modifier to attack rolls if attacking with a ranged weapon. | ||
76 | STUNNED_TARGET_BONUS | 2 | Integer | When EffectStunned is applied, this appears to be the bonus to attack other creatures get attacking the stunned creature. This is in opposition to the assumption the target instead gets -2 AC. | ||
77 | MOVING_TARGET_PENALTY | 2 | Integer | Untested - but the notes on ranged attacks suggest a running (or just moving?) creature has a -2 penalty applied to ranged attackers targeting them. | ||
78 | INVISIBILITY_CONCEALMENT_CHANCE | 50 | Integer | EffectInvisibility applies a concealment chance of this amount automatically (without needing to use EffectConcealment, it's baked in). EffectDarkness applies a invisibility-like effect similar to this (with some caveats that auto-remove it ie; Ultravision and True Seeing). Probably also if the target is in stealth mode and only heard by an attacker. | ||
79 | INVISIBILITY_ATTACK_BONUS | 2 | Integer | Being invisible (presumably through ACTION_MODE_STEALTH or EffectInvisibility / EffectEthereal) allows this bonus to attack a clearly seen creature, unless they have FEAT_BLIND_FIGHTING (in melee). | ||
80 | AMMUNITION_WARNING_LIMIT | 20 | Integer | This doesn't affect combat, just tells a player when their ammo in a stack is lower than this amount. | ||
81 | AMMUNITION_WARNING_DECREMENT | 5 | Integer | Again to do with a player being warned on ammo. | ||
82 | NOSIGHT_TARGET_PENALTY | -4 | Integer | Attacking an invisible target (presumably through ACTION_MODE_STEALTH or EffectInvisibility / EffectEthereal) applies an attack modifier of this amount, unless the attack has FEAT_BLIND_FIGHTING (in melee). | ||
83 | NUM_CLEAVE_ATTACKS | 1 | Integer | The number of cleave attacks done to nearby creatures when possessing FEAT_CLEAVE and killing a target creature. | ||
84 | NUM_CIRCLE_KICK_ATTACKS | 1 | Integer | The number of additional attacks added by FEAT_CIRCLE_ATTACK. | ||
85 | FAST_SPELLCAST_ROUND | 3000 | Integer | A "Fast spellcast round" is when under the effects of Haste, or a Quickened Spell. 3000 is in milliseconds so thus 3 seconds, half of a 6 second round. This number is probably never worth raising; see EffectHaste for some reasoning. The main issue is raising it also affects Quicken directly, making the feat useless. | ||
86 | FLANK_LEVEL_RANGE | 4 | Integer | This appears to be the level a creature with rogue-based levels needs to be above when wanting to flank a hostile rogue. See FEAT_UNCANNY_DODGE_II feat information. | ||
87 | COUP_DE_GRACE_LEVEL_LIMIT | 4 | Integer | When a Coup de grace is possible (ie: EffectSleep or EffectParalyze), it only applies to creatures with GetHitDice equal or lower than this number. | ||
88 | MAX_RANGED_COUP_DE_GRACE | 10 | Integer | When a Coup de grace is possible (ie: EffectSleep or EffectParalyze), it only applies to creatures withing this range, in meters, if using a ranged attack. | ||
89 | SPOT_NO_LIGHT_MODIFIER | 5 | Integer | If someone is in ACTION_MODE_STEALTH, people using SKILL_SPOT have this penalty applied to their checks (or bonus applied to the SKILL_STEALTH of the hiding creature) if the area is "in the back arc" and the creature has no light source (light vfx "amount" is determined by the progfx.2da light lines since there is a parameter there for if it is light, or not light). What determines when an area is "in the back arc" is left up to the imagination of the modder, given there is little way to tell. Probably it is if it is nighttime. | ||
90 | HIDING_LIGHT_MODIFIER | 10 | Integer | The penalty applied to SKILL_STEALTH if in ACTION_MODE_STEALTH and have an equipped light source such as a torch or magical light ring (light vfx "amount" is determined by the progfx.2da light lines since there is a parameter there for if it is light, or not light). | ||
91 | CREATURE_SIZE_TINY_AC_BONUS | 2 | Integer | Modifier to AC of creatures with the size CREATURE_SIZE_TINY. Note: There is no way to add more creature sizes to the base game of NWN, they are hardcoded, see creaturesize.2da | ||
92 | CREATURE_SIZE_SMALL_AC_BONUS | 1 | Integer | Modifier to AC of creatures with the size CREATURE_SIZE_SMALL. | ||
93 | CREATURE_SIZE_LARGE_AC_PENALTY | -1 | Integer | Modifier to AC of creatures with the size CREATURE_SIZE_LARGE. | ||
94 | CREATURE_SIZE_HUGE_AC_PENALTY | -2 | Integer | Modifier to AC of creatures with the size CREATURE_SIZE_HUGE. | ||
95 | CREATURE_SIZE_TINY_ATTACK_BONUS | 2 | Integer | Modifier to attack bonus of creatures with the size CREATURE_SIZE_TINY. | ||
96 | CREATURE_SIZE_SMALL_ATTACK_BONUS | 1 | Integer | Modifier to attack bonus of creatures with the size CREATURE_SIZE_SMALL. | ||
97 | CREATURE_SIZE_LARGE_ATTACK_PENALTY | -1 | Integer | Modifier to attack bonus of creatures with the size CREATURE_SIZE_LARGE. | ||
98 | CREATURE_SIZE_HUGE_ATTACK_PENALTY | -2 | Integer | Modifier to attack bonus of creatures with the size CREATURE_SIZE_HUGE. | ||
99 | **** | **** | ||||
100 | WHIRLWIND_ATTACK_RANGE | 2.0f | Integer | The range of DoWhirlwindAttack(TRUE, FALSE) (normal non-improved version) | ||
101 | IMPROVED_WHIRLWIND_ATTACK_RANGE | 4.0f | Integer | The range of DoWhirlwindAttack(TRUE, TRUE) (normal improved version) Note for both whirlwind ranges, the extreme of the range checked is from the attackers position is the Short spell range (default 8M), while this is actually the distance taking into account the personal space involved. This can mean two very large creatures with large personal spaces - eg 2 dragons with 1.1m PERSPACE values - the total 8M range limit is fine at 4.0 + 1.1 + 1.1 = 6.2. If you have custom PERSPACE values that reach up to 2.0 or higher, or this value is increased to 6.0 or higher, you could run into issues with it detecting creatures to hit when PERSPACE values is high. | ||
102 | **** | **** | ||||
103 | HOLY_AVENGER_ITEM_PROPERTY_SR_BONUS | 16 | Integer | ItemPropertyHolyAvenger built in SR bonus. | ||
104 | MAX_NEGATIVE_LEVELS | 100 | Integer | Presumably the maximum number of negative levels that can be applied (cumulatively?) with EffectNegativeLevel and other negative level sources (on hit weapon effects for instance, see below) | ||
105 | BONUS_HP_PER_LEVEL_DRAINED | 5 | Integer | Untested - ItemPropertyOnMonsterHitProperties IP_CONST_ONMONSTERHIT_LEVELDRAIN will presumably in addition to the negative levels applied to the target apply a EffectTemporaryHitpoints. Unknown if EffectNegativeLevel also has this work - given the parameter is noted not to work. | ||
106 | MAX_MASTER_DETECTION_DISTANCE_FROM_ASSOCIATE | 10.0f | Float | Untested - but apparently to do with NPC henchmen detecting traps around not just themselves but their master, if they are within this distance of them. | ||
107 | REST_ENEMY_CHECK_DISTANCE | 30.0f | Float | Untested - but very likely the range, in meters, that hostile creatures cannot be in for a creature to successfully start an ActionRest. This applies to NPCs as well as PCs (although followers/henchmen follow the parent PC). If lowered you could still stop rest using the OnActionRest event. | ||
108 | MIN_TRAP_FIRE_DISTANCE | 4.0f | Float | Untested - This should be however the range that someone has to be in to trigger a trap on a placeable or door, if attacking it (eg; so an archer or long range spellcaster doesn't trigger a trap that then goes off and attacks nobody). | ||
109 | ONHIT_EFFECT_DC | 20 | Integer | Untested - presumably for some On Hit properties without a default DC it is the DC it uses? | ||
110 | **** | **** | ||||
111 | KI_STRIKE_LEVEL_5 | 5 | Integer | FEAT_EPIC_IMPROVED_KI_STRIKE_5 if possessed provides this amount of damage penetration, as if equivalent to a +X weapon. | ||
112 | KI_STRIKE_LEVEL_4 | 4 | Integer | FEAT_EPIC_IMPROVED_KI_STRIKE_4 if possessed provides this amount of damage penetration, as if equivalent to a +X weapon. | ||
113 | KI_STRIKE_LEVEL_3 | 3 | Integer | FEAT_KI_STRIKE if possessed and CLASS_TYPE_MONK level is level 16 it provides this amount of damage penetration, as if equivalent to a +X weapon. | ||
114 | KI_STRIKE_LEVEL_2 | 2 | Integer | FEAT_KI_STRIKE if possessed and CLASS_TYPE_MONK level is level 13 it provides this amount of damage penetration, as if equivalent to a +X weapon. | ||
115 | KI_STRIKE_LEVEL_1 | 1 | Integer | FEAT_KI_STRIKE if possessed and CLASS_TYPE_MONK level is level 10 it provides this amount of damage penetration, as if equivalent to a +X weapon. | ||
116 | DODGE_AC_BONUS | 1 | Integer | FEAT_DODGE amount of dodge AC added by the feat. | ||
117 | SHOU_DISCIPLE_DODGE_AC_BONUS_2 | 2 | Integer | Not in the default game but if a feat is added for class CLASS_TYPE_SHOU_DISCIPLE it presumably is 2 dodge AC bonus with the relevant feat. | ||
118 | SHOU_DISCIPLE_DODGE_AC_BONUS_3 | 3 | Integer | Not in the default game but if a feat is added for class CLASS_TYPE_SHOU_DISCIPLE it presumably is 3 dodge AC bonus with the relevant feat. | ||
119 | UNCANNY_DODGE_LEVEL_6 | 5 | Integer | FEAT_UNCANNY_DODGE_6 bonus saves versus traps. | ||
120 | UNCANNY_DODGE_LEVEL_5 | 4 | Integer | FEAT_UNCANNY_DODGE_5 bonus saves versus traps. | ||
121 | UNCANNY_DODGE_LEVEL_4 | 3 | Integer | FEAT_UNCANNY_DODGE_4 bonus saves versus traps. | ||
122 | UNCANNY_DODGE_LEVEL_3 | 2 | Integer | FEAT_UNCANNY_DODGE_3 bonus saves versus traps. | ||
123 | UNCANNY_DODGE_LEVEL_2 | 1 | Integer | FEAT_UNCANNY_DODGE_2 bonus saves versus traps. | ||
124 | DEFENSIVE_AWARENESS_SAVE_BONUS | 1 | Integer | FEAT_PRESTIGE_DEFENSIVE_AWARENESS_3 bonus save versus traps. | ||
125 | ONHAND_NORMAL_OFFHAND_ATTACK_PENALTY | -6 | Integer | Attack modifier to the on hand weapon (INVENTORY_SLOT_RIGHTHAND) if using a weapon in both hands, or a two-bladed weapon | ||
126 | OFFHAND_NORMAL_OFFHAND_ATTACK_PENALTY | -10 | Integer | Attack modifier to the off hand weapon (INVENTORY_SLOT_LEFTHAND) if using a weapon in both hands, or a two-bladed weapon | ||
127 | LIGHT_OFFHAND_WEAPON_BONUS | 2 | Integer | Attack modifier to both the on hand (INVENTORY_SLOT_RIGHTHAND) and off hand (INVENTORY_SLOT_LEFTHAND) if the off hand weapon is considered light by this creatures size. Note a two bladed weapon if equipped in both hands the second blade is always considered light. | ||
128 | AMBIDEXTERITY_BONUS | 4 | Integer | Attack modifier to both the on hand (INVENTORY_SLOT_RIGHTHAND) and off hand (INVENTORY_SLOT_LEFTHAND) if they have FEAT_AMBIDEXTERITY | ||
129 | TWO_WEAPON_FIGHTING_BONUS | 2 | Integer | Attack modifier to both the on hand (INVENTORY_SLOT_RIGHTHAND) and off hand (INVENTORY_SLOT_LEFTHAND) if they have FEAT_TWO_WEAPON_FIGHTING | ||
130 | OFFENSIVE_TRAINING_MODIFIER | 1 | Integer | Bonus granted to attack rolls by feats FEAT_BATTLE_TRAINING_VERSUS_ORCS, FEAT_BATTLE_TRAINING_VERSUS_GOBLINS and FEAT_BATTLE_TRAINING_VERSUS_REPTILIANS. | ||
131 | DEFENSIVE_TRAINING_MODIFIER | 4 | Integer | Bonus granted to dodge AC by the feat FEAT_BATTLE_TRAINING_VERSUS_GIANTS | ||
132 | DWARVEN_DEFENDER_DAMAGE_REDUCTION | 3 | Integer | FEAT_DAMAGE_REDUCTION_6 appears to be the CLASS_TYPE_DWARVEN_DEFENDER feat this applies to. It increases by 3 as levels increase, see NWN wiki | ||
133 | EPIC_BARBARIAN_DAMAGE_REDUCTION | 5 | Integer | How much damage reduction is granted by FEAT_EPIC_BARBARIAN_DAMAGE_REDUCTION | ||
134 | BARBARIAN_DAMAGE_REDUCTION_LEVEL_4 | 4 | Integer | How much damage reduction is granted by feat line ID: 334 DamageReduction4 (no FEAT_ constant) | ||
135 | BARBARIAN_DAMAGE_REDUCTION_LEVEL_3 | 3 | Integer | How much damage reduction is granted by feat line ID: 333 DamageReduction3 (no FEAT_ constant) | ||
136 | BARBARIAN_DAMAGE_REDUCTION_LEVEL_2 | 2 | Integer | How much damage reduction is granted by feat line ID: 332 DamageReduction2 (no FEAT_ constant) | ||
137 | BARBARIAN_DAMAGE_REDUCTION_LEVEL_1 | 1 | Integer | How much damage reduction is granted by feat line ID: 196 DamageReduction (FEAT_DAMAGE_REDUCTION, although this might be a parent of the other 3, not sure) | ||
138 | DIAMOND_SOUL_SPELL_RESISTANCE_BASE | 10 | Integer | FEAT_DIAMOND_SOUL provides this base + Monk Class Levels in spell resistance. See NWN Wiki for details. | ||
139 | PERFECT_SELF_DAMAGE_REDUCTION_POWER | 1 | Integer | FEAT_PERFECT_SELF, how much damage power (the 1 in 20/+1) the damage protection provides. See NWN wiki for details. | ||
140 | PERFECT_SELF_DAMAGE_REDUCTION | 20 | Integer | FEAT_PERFECT_SELF, how much damage reduction (the 20 in 20/+1) the damage protection provides. See NWN wiki for details. | ||
141 | STILL_MIND_COMPETANCE_BONUS | 2 | Integer | FEAT_STILL_MIND, how much bonus is provided against mind saves. | ||
142 | FEARLESS_MORALE_BONUS | 2 | Integer | FEAT_FEARLESS, how much bonus is provided against fear saves. | ||
143 | RANGED_ATTACK_IN_MELEE_RANGE | 4 | Integer | Untested - The malus to AB for a ranged attacker when trying to attack in melee range. | ||
144 | POINT_BLANK_SHOT_MAX_RANGE | 5.0f | Float | Untested - Presumably the range in meters that FEAT_POINT_BLANK_SHOT provides it's bonuses to attack and damage. NWN wiki seems incorrect on the information it has if 5.0 is the NWN default. | ||
145 | POINT_BLANK_SHOT_ATTACK_BONUS | 1 | Integer | FEAT_POINT_BLANK_SHOT bonus to attack if the target is in the range set above. | ||
146 | POINT_BLANK_SHOT_DAMAGE_BONUS | 1 | Integer | FEAT_POINT_BLANK_SHOT bonus to attack if the target is in the range set above. | ||
147 | MOBILITY_DODGE_BONUS | 4 | Integer | FEAT_MOBILITY - the bonus provided to dodge AC when activated. | ||
148 | OPPORTUNIST_TO_HIT_MODIFIER | 4 | Integer | FEAT_OPPORTUNIST - the bonus provided to attack rolls when making attacks of opportunity. | ||
149 | NATURE_SENSE_TO_HIT_MODIFIER | 2 | Integer | FEAT_NATURE_SENSE - the bonus provided to attack rolls when in areas that are "exterior", "natural", and "above ground". | ||
150 | HARDINESS_SAVE_BONUS | 2 | Integer | The bonus to saves for the specific feats FEAT_HARDINESS_VERSUS_ENCHANTMENTS, FEAT_HARDINESS_VERSUS_ILLUSIONS, FEAT_HARDINESS_VERSUS_POISONS, FEAT_HARDINESS_VERSUS_SPELLS. | ||
151 | DEFLECT_ARROWS_DC | 20 | Integer | FEAT_DEFLECT_ARROWS, the DC of the Reflex Save to deflect one arrow per round. See NWN wiki. | ||
152 | SKILL_FOCUS_SKILL_BONUS | 3 | Integer | FEAT_SKILL_FOCUS_* additional skill bonus to add | ||
153 | SKILL_AFFINITY_SKILL_BONUS | 2 | Integer | Bonus provided to the skills referenced by FEAT_SKILL_AFFINITY_CONCENTRATION, FEAT_SKILL_AFFINITY_LISTEN, FEAT_SKILL_AFFINITY_LORE,, FEAT_SKILL_AFFINITY_MOVE_SILENTLY, FEAT_SKILL_AFFINITY_SEARCH and FEAT_SKILL_AFFINITY_SPOT | ||
154 | PARTIAL_SKILL_FOCUS_SKILL_BONUS | 1 | Integer | Bonus provided to the skills referenced by FEAT_PARTIAL_SKILL_AFFINITY_LISTEN, FEAT_PARTIAL_SKILL_AFFINITY_SEARCH and FEAT_PARTIAL_SKILL_AFFINITY_SPOT. | ||
155 | FEAT_EXTRA_TURNING_BONUS_TURNS | 6 | Integer | FEAT_EXTRA_TURNING provides this many bonus uses of FEAT_TURN_UNDEAD. | ||
156 | FEAT_SPELL_FOCUS_BONUS | 2 | Integer | FEAT_EPIC_SPELL_FOCUS_* bonus to spell save DCs. | ||
157 | FEAT_GREATER_SPELL_FOCUS_BONUS | 4 | Integer | FEAT_GREATER_SPELL_FOCUS_* bonus to spell save DCs. | ||
158 | FEAT_SPELL_PENETRATION_LEVEL_BONUS | 2 | Integer | FEAT_SPELL_PENETRATION bonus to spell resistance checks. | ||
159 | FEAT_GREATER_SPELL_PENETRATION_LEVEL_BONUS | 4 | Integer | FEAT_GREATER_SPELL_PENETRATION bonus to spell resistance checks. | ||
160 | TURN_UNDEAD_BASE_USES_PER_DAY | 3 | Integer | FEAT_TURN_UNDEAD base uses of the feat. | ||
161 | QUIVERING_PALM_BASE_DC | 10 | Integer | FEAT_QUIVERING_PALM base DC. Default DC is 10 + half the monk's character level + the monk's wisdom modifier. | ||
162 | IMPROVED_INITIATIVE_BONUS | 4 | Integer | FEAT_IMPROVED_INITIATIVE amount to add to initiative checks. | ||
163 | ARTIST_PERFORM_BONUS | 2 | Integer | FEAT_ARTIST bonus to SKILL_PERFORM. | ||
164 | ARTIST_PERSUADE_BONUS | 2 | Integer | FEAT_ARTIST bonus to SKILL_PERSUADE. | ||
165 | ARTIST_SPOT_BONUS | 2 | Integer | FEAT_ARTIST bonus to SKILL_SPOT. | ||
166 | BLOODED_INITIATIVE_BONUS | 2 | Integer | FEAT_BLOODED bonus to initiative checks. | ||
167 | THUG_INITIATIVE_BONUS | 2 | Integer | FEAT_THUG bonus to initiative checks. | ||
168 | THUG_PERSUADE_BONUS | 2 | Integer | FEAT_THUG bonus to SKILL_PERSUADE. | ||
169 | BLOODED_SPOT_BONUS | 2 | Integer | FEAT_BLOODED bonus to SKILL_SPOT. | ||
170 | BULLHEADED_WILL_SAVE_BONUS | 1 | Integer | FEAT_BULLHEADED bonus to will saving throws. | ||
171 | BULLHEADED_BONUS_VS_TAUNT | 2 | Integer | FEAT_BULLHEADED bonus to opposing taunt checks. | ||
172 | COURTEOUS_MAGOCRACY_LORE_BONUS | 2 | Integer | FEAT_COURTEOUS_MAGOCRACY bonus to SKILL_LORE and SKILL_SPELLCRAFT (same variable affects both). | ||
173 | LUCKOFHEROES_SAVE_BONUS | 1 | Integer | FEAT_LUCK_OF_HEROES bonus to all saving throws. | ||
174 | RESIST_POISON_BONUS | 4 | Integer | FEAT_RESIST_POISON bonus to poison saving throws. | ||
175 | SILVER_PALM_PERSUADE_BONUS | 2 | Integer | FEAT_SILVER_PALM bonus to SKILL_PERSUADE | ||
176 | SILVER_PALM_APPRAISE_BONUS | 2 | Integer | FEAT_SILVER_PALM bonus to SKILL_APPRAISE | ||
177 | SMOOTH_TALK_PERSUADE_BONUS | 4 | Integer | There is no feat (feat ID is 385 according to feat.2da, but needs re-adding to work) so presumably Bioware once had a FEAT_SMOOTH_TALK which added +4 SKILL_PERSUADE, only available at level 1. It presumably can be re-added to the game. | ||
178 | SNAKE_BLOOOD_POISON_BONUS | 2 | Integer | FEAT_SNAKE_BLOOD fortitude saving throw versus poison bonus. | ||
179 | SNAKE_BLOOD_REFLEX_BONUS | 1 | Integer | FEAT_SNAKE_BLOOD reflex save bonus. | ||
180 | STEALTHY_MOVE_SILENTLY_BONUS | 2 | Integer | FEAT_STEALTHY bonus to SKILL_MOVE_SILENTLY. | ||
181 | STEALTHY_HIDE_BONUS | 2 | Integer | FEAT_STEALTHY bonus to SKILL_HIDE | ||
182 | STRONG_SOUL_SAVE_BONUS | 1 | Integer | FEAT_STRONG_SOUL bonus to fortitude and will saves. | ||
183 | STRONG_SOUL_SAVE_VS_DEATH_BONUS | 1 | Integer | FEAT_STRONG_SOUL bonus to "vs death" saving throws ("Death magic"). | ||
184 | STRONG_SOULD_SAVE_VS_NEG_BONUS | 1 | Integer | FEAT_STRONG_SOUL bonus to "vs negative" saving throws ("Death magic"). | ||
185 | MERCANTILE_BACKGROUND_APPRAISE_BONUS | 2 | Integer | There is no feat (feat ID is 403 according to feat.2da, but needs re-adding to work) so presumably Bioware once had a FEAT_MERCANTILE which added +2 SKILL_APPRAISE, only available at level 1. It presumably can be re-added to the game. However unlike FEAT_SMOOTH_TALK mentioned above, the +2 bonus alone doesn't seem worthwhile, although it might have been intended to be detected in conversations and provide other bonuses. | ||
186 | FEAT_EXTRA_STUNNING_ATTACK_USES | 3 | Integer | FEAT_EXTRA_STUNNING_ATTACK amount of bonus uses of FEAT_STUNNING_FIST to add. | ||
187 | ARCANE_DEFENSE_SAVE_BONUS | 2 | Integer | FEAT_ARCANE_DEFENSE_* amount of bonus for the save given. | ||
188 | EXTRA_MUSIC_BONUS_USES | 4 | Integer | FEAT_EXTRA_MUSIC amount of bonus uses of FEAT_BARD_SONGS is provided. | ||
189 | RESIST_DISEASE_BONUS | 4 | Integer | FEAT_RESIST_DISEASE bonus to disease saving throws. | ||
190 | FIRING_INTO_MELEE_MODIFIER | -4 | Integer | The modifier if FEAT_POINT_BLANK_SHOT | ||
191 | RESISTANCE_TO_ENERGY | 5 | Integer | FEAT_RESIST_ENERGY_* the amount of energy of that type resisted. | ||
192 | TUMBLE_NUM_RANKS_PER_AC_BONUS | 5 | Integer | Set to a non-zero value else Bad Things will happen. Set to 44 (or some other unobtainable rank number) to disable. | SKILL_TUMBLE - amount of ranks needed for each bonus to AC (it is not dodge AC but "other" AC, stacking with all other kinds). See the NWN wiki for tumble details. | |
193 | DIRTY_FIGHTING_NUM_ATTACKS_PER_ROUND | 1 | Integer | FEAT_DIRTY_FIGHTING the maximum number of attacks made in the round this is used (although the NWN wiki notes it is buggy with Circle Kick and Whirlwind Attack) | ||
194 | DENEIRS_EYE_SAVE_BONUS | 2 | Integer | FEAT_DENEIRS_EYE bonus save versus traps. | ||
195 | LLIIRAS_HEART_SAVE_BONUS | 2 | Integer | FEAT_LLIIRAS_HEART bonus save versus mind spells. | ||
196 | EXTRA_SMITING_BONUS_USES | 2 | Integer | FEAT_EXTRA_SMITING amount of bonuses uses provided to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD | ||
197 | SPELLCRAFT_NUM_RANKS_PER_SAVE_BONUS | 5 | Integer | Set to a non-zero value else Bad Things will happen. Set to 44 (or some other unobtainable rank number) to disable. | SKILL_SPELLCRAFT the amount of ranks needed for +1 save versus spells. | |
198 | **** | **** | ||||
199 | MAX_AC_DODGE_MOD | 20 | Integer | The maximum amount of AC_TYPE_DODGE that can be stacked - since it is the only stackable type in the game (besides "other"). | ||
200 | **** | **** | ||||
201 | PRESTIGE_ENCHANT_ARROW_1_BONUS | 1 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_1 bonus to hit and damage when used with bows. | ||
202 | PRESTIGE_ENCHANT_ARROW_2_BONUS | 2 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_2 bonus to hit and damage when used with bows. | ||
203 | PRESTIGE_ENCHANT_ARROW_3_BONUS | 3 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_3 bonus to hit and damage when used with bows. | ||
204 | PRESTIGE_ENCHANT_ARROW_4_BONUS | 4 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_4 bonus to hit and damage when used with bows. | ||
205 | PRESTIGE_ENCHANT_ARROW_5_BONUS | 5 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_5 bonus to hit and damage when used with bows. | ||
206 | PRESTIGE_ENCHANT_ARROW_6_BONUS | 6 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_6 bonus to hit and damage when used with bows. | ||
207 | PRESTIGE_ENCHANT_ARROW_7_BONUS | 7 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_7 bonus to hit and damage when used with bows. | ||
208 | PRESTIGE_ENCHANT_ARROW_8_BONUS | 8 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_8 bonus to hit and damage when used with bows. | ||
209 | PRESTIGE_ENCHANT_ARROW_9_BONUS | 9 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_9 bonus to hit and damage when used with bows. | ||
210 | PRESTIGE_ENCHANT_ARROW_10_BONUS | 10 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_10 bonus to hit and damage when used with bows. | ||
211 | PRESTIGE_ENCHANT_ARROW_11_BONUS | 11 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_11 bonus to hit and damage when used with bows. | ||
212 | PRESTIGE_ENCHANT_ARROW_12_BONUS | 12 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_12 bonus to hit and damage when used with bows. | ||
213 | PRESTIGE_ENCHANT_ARROW_13_BONUS | 13 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_13 bonus to hit and damage when used with bows. | ||
214 | PRESTIGE_ENCHANT_ARROW_14_BONUS | 14 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_14 bonus to hit and damage when used with bows. | ||
215 | PRESTIGE_ENCHANT_ARROW_15_BONUS | 15 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_15 bonus to hit and damage when used with bows. | ||
216 | PRESTIGE_ENCHANT_ARROW_16_BONUS | 16 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_16 bonus to hit and damage when used with bows. | ||
217 | PRESTIGE_ENCHANT_ARROW_17_BONUS | 17 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_17 bonus to hit and damage when used with bows. | ||
218 | PRESTIGE_ENCHANT_ARROW_18_BONUS | 18 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_18 bonus to hit and damage when used with bows. | ||
219 | PRESTIGE_ENCHANT_ARROW_19_BONUS | 19 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_19 bonus to hit and damage when used with bows. | ||
220 | PRESTIGE_ENCHANT_ARROW_20_BONUS | 20 | Integer | FEAT_PRESTIGE_ENCHANT_ARROW_20 bonus to hit and damage when used with bows. | ||
221 | **** | **** | ||||
222 | EPIC_ARMOR_SKIN_NATURAL_AC_BONUS | 2 | Integer | FEAT_EPIC_ARMOR_SKIN bonus to natural AC. | ||
223 | EPIC_DAMAGE_REDUCTION_3 | 3 | Integer | FEAT_EPIC_DAMAGE_REDUCTION_3 amount of resistance provided (default is universal 3/-). Highest of the 3 feats applies. | ||
224 | EPIC_DAMAGE_REDUCTION_6 | 6 | Integer | FEAT_EPIC_DAMAGE_REDUCTION_6 amount of resistance provided (default is universal 6/-). Highest of the 3 feats applies. | ||
225 | EPIC_DAMAGE_REDUCTION_9 | 9 | Integer | FEAT_EPIC_DAMAGE_REDUCTION_9 amount of resistance provided (default is universal 9/-). Highest of the 3 feats applies. | ||
226 | DEVASTATING_CRITICAL_BASE_DC | 10 | Integer | FEAT_EPIC_DEVASTATING_CRITICAL_* the base DC of the fortitude save versus death when a critical is dealt, default: 10 + half character hit dice + strength modifier | ||
227 | EPIC_FORTITUDE_SAVE_BONUS | 4 | Integer | FEAT_EPIC_FORTITUDE bonus provided to fortitude saving throws. | ||
228 | EPIC_ENERGY_RESISTANCE_AMOUNT_1 | 10 | Integer | FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used. | ||
229 | EPIC_ENERGY_RESISTANCE_AMOUNT_2 | 20 | Integer | FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used. | ||
230 | EPIC_ENERGY_RESISTANCE_AMOUNT_3 | 30 | Integer | FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used. | ||
231 | EPIC_ENERGY_RESISTANCE_AMOUNT_4 | 40 | Integer | FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used. | ||
232 | EPIC_ENERGY_RESISTANCE_AMOUNT_5 | 50 | Integer | FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used. | ||
233 | EPIC_ENERGY_RESISTANCE_AMOUNT_6 | 60 | Integer | FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used. | ||
234 | EPIC_ENERGY_RESISTANCE_AMOUNT_7 | 70 | Integer | FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used. | ||
235 | EPIC_ENERGY_RESISTANCE_AMOUNT_8 | 80 | Integer | FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used. | ||
236 | EPIC_ENERGY_RESISTANCE_AMOUNT_9 | 90 | Integer | FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used. | ||
237 | EPIC_ENERGY_RESISTANCE_AMOUNT_10 | 100 | Integer | FEAT_EPIC_ENERGY_RESISTANCE_* feats, bonus resistance versus that energy type provided. Highest one is used. | ||
238 | EPIC_PROWESS_ATTACK_BONUS | 1 | Integer | FEAT_EPIC_PROWESS bonus provided to any attack rolls. | ||
239 | EPIC_REFLEXES_REFLEX_BONUS | 4 | Integer | FEAT_EPIC_REFLEXES bonus provided to any reflex saving throws. | ||
240 | EPIC_REPUTATION_SKILL_BONUS | 4 | Integer | FEAT_REPUTATION bonus provided to SKILL_BLUFF, SKILL_INTIMIDATE, SKILL_PERSUASION and SKILL_TAUNT. | ||
241 | EPIC_SKILL_FOCUS_SKILL_BONUS | 10 | Integer | FEAT_EPIC_SKILL_FOCUS_* bonus provided to specified skill. | ||
242 | FEAT_EPIC_SPELL_FOCUS_BONUS | 6 | Integer | FEAT_EPIC_SPELL_FOCUS_* bonus provided to spell save DC for given spell school. | ||
243 | FEAT_EPIC_SPELL_PENETRATION_LEVEL_BONUS | 6 | Integer | FEAT_EPIC_SPELL_PENETRATION bonus provided to spell resistance checks. | ||
244 | EPIC_WILL_SAVE_BONUS | 4 | Integer | FEAT_EPIC_WILL bonus provided to will saving throws. | ||
245 | EPIC_SPELL_RESISTANCE_1 | 2 | Integer | FEAT_EPIC_SPELL_RESISTANCE_1 bonus to spell resistance. Note the highest feat applies. | ||
246 | EPIC_SPELL_RESISTANCE_2 | 4 | Integer | FEAT_EPIC_SPELL_RESISTANCE_2 bonus to spell resistance. Note the highest feat applies. | ||
247 | EPIC_SPELL_RESISTANCE_3 | 6 | Integer | FEAT_EPIC_SPELL_RESISTANCE_3 bonus to spell resistance. Note the highest feat applies. | ||
248 | EPIC_SPELL_RESISTANCE_4 | 8 | Integer | FEAT_EPIC_SPELL_RESISTANCE_4 bonus to spell resistance. Note the highest feat applies. | ||
249 | EPIC_SPELL_RESISTANCE_5 | 10 | Integer | FEAT_EPIC_SPELL_RESISTANCE_5 bonus to spell resistance. Note the highest feat applies. | ||
250 | EPIC_SPELL_RESISTANCE_6 | 12 | Integer | FEAT_EPIC_SPELL_RESISTANCE_6 bonus to spell resistance. Note the highest feat applies. | ||
251 | EPIC_SPELL_RESISTANCE_7 | 14 | Integer | FEAT_EPIC_SPELL_RESISTANCE_7 bonus to spell resistance. Note the highest feat applies. | ||
252 | EPIC_SPELL_RESISTANCE_8 | 16 | Integer | FEAT_EPIC_SPELL_RESISTANCE_8 bonus to spell resistance. Note the highest feat applies. | ||
253 | EPIC_SPELL_RESISTANCE_9 | 18 | Integer | FEAT_EPIC_SPELL_RESISTANCE_9 bonus to spell resistance. Note the highest feat applies. | ||
254 | EPIC_SPELL_RESISTANCE_10 | 20 | Integer | FEAT_EPIC_SPELL_RESISTANCE_10 bonus to spell resistance. Note the highest feat applies. | ||
255 | EPIC_OVERWHELMING_CRITICAL_DIE | 1 | Integer | Mis-named, it is really the amount of dice used for the FEAT_EPIC_OVERWHELMING_CRITICAL feat. For more information on the feat and how it works with critical multipliers check the NWN wiki | ||
256 | EPIC_OVERHWLEMING_CRITICAL_NUM_DICE | 6 | Integer | Mis-named, it is really the dice number of sides used for the FEAT_EPIC_OVERWHELMING_CRITICAL feat. For more information on the feat and how it works with critical multipliers check the NWN wiki | ||
257 | EPIC_SELF_CONCEALMENT_50 | 50 | Integer | FEAT_EPIC_SELF_CONCEALMENT_50 bonus applied to self as EffectConcealment amount. Highest feat chosen applies. | ||
258 | EPIC_SELF_CONCEALMENT_40 | 40 | Integer | FEAT_EPIC_SELF_CONCEALMENT_40 bonus applied to self as EffectConcealment amount. Highest feat chosen applies. | ||
259 | EPIC_SELF_CONCEALMENT_30 | 30 | Integer | FEAT_EPIC_SELF_CONCEALMENT_30 bonus applied to self as EffectConcealment amount. Highest feat chosen applies. | ||
260 | EPIC_SELF_CONCEALMENT_20 | 20 | Integer | FEAT_EPIC_SELF_CONCEALMENT_20 bonus applied to self as EffectConcealment amount. Highest feat chosen applies. | ||
261 | EPIC_SELF_CONCEALMENT_10 | 10 | Integer | FEAT_EPIC_SELF_CONCEALMENT_10 bonus applied to self as EffectConcealment amount. Highest feat chosen applies. | ||
262 | EPIC_SUPERIOR_INITIATIVE_BONUS | 8 | Integer | FEAT_EPIC_SUPERIOR_INITIATIVE bonus applied to initiative checks. | ||
263 | EPIC_GREAT_STAT_BONUS | 1 | Integer | FEAT_EPIC_GREAT_* stat bonus provided. EG: FEAT_EPIC_GREAT_WISDOM_1 provides 1 more wisdom. These stack, as in, each feat in the chain applies it's +1 bonus by default. | ||
264 | EPIC_GREAT_SMITING_1 | 2 | Integer | FEAT_EPIC_GREAT_SMITING_1 adds by default 2x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD | ||
265 | EPIC_GREAT_SMITING_2 | 3 | Integer | FEAT_EPIC_GREAT_SMITING_2 adds by default 3x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD | ||
266 | EPIC_GREAT_SMITING_3 | 4 | Integer | FEAT_EPIC_GREAT_SMITING_3 adds by default 4x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD | ||
267 | EPIC_GREAT_SMITING_4 | 5 | Integer | FEAT_EPIC_GREAT_SMITING_4 adds by default 5x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD | ||
268 | EPIC_GREAT_SMITING_5 | 6 | Integer | FEAT_EPIC_GREAT_SMITING_5 adds by default 6x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD | ||
269 | EPIC_GREAT_SMITING_6 | 7 | Integer | FEAT_EPIC_GREAT_SMITING_6 adds by default 7x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD | ||
270 | EPIC_GREAT_SMITING_7 | 8 | Integer | FEAT_EPIC_GREAT_SMITING_7 adds by default 8x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD | ||
271 | EPIC_GREAT_SMITING_8 | 9 | Integer | FEAT_EPIC_GREAT_SMITING_8 adds by default 9x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD | ||
272 | EPIC_GREAT_SMITING_9 | 10 | Integer | FEAT_EPIC_GREAT_SMITING_10 adds by default 10x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD | ||
273 | EPIC_GREAT_SMITING_10 | 11 | Integer | FEAT_EPIC_GREAT_SMITING_11 adds by default 11x the characters level to FEAT_SMITE_EVIL or FEAT_SMITE_GOOD | ||
274 | EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_1 | 2 | Integer | FEAT_EPIC_IMPROVED_STUNNING_FIST_1 adds this bonus to the stun save DC. The highest feat chosen applies. | ||
275 | EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_2 | 4 | Integer | FEAT_EPIC_IMPROVED_STUNNING_FIST_2 adds this bonus to the stun save DC. The highest feat chosen applies. | ||
276 | EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_3 | 6 | Integer | FEAT_EPIC_IMPROVED_STUNNING_FIST_3 adds this bonus to the stun save DC. The highest feat chosen applies. | ||
277 | EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_4 | 8 | Integer | FEAT_EPIC_IMPROVED_STUNNING_FIST_4 adds this bonus to the stun save DC. The highest feat chosen applies. | ||
278 | EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_5 | 10 | Integer | FEAT_EPIC_IMPROVED_STUNNING_FIST_5 adds this bonus to the stun save DC. The highest feat chosen applies. | ||
279 | EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_6 | 12 | Integer | FEAT_EPIC_IMPROVED_STUNNING_FIST_6 adds this bonus to the stun save DC. The highest feat chosen applies. | ||
280 | EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_7 | 14 | Integer | FEAT_EPIC_IMPROVED_STUNNING_FIST_7 adds this bonus to the stun save DC. The highest feat chosen applies. | ||
281 | EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_8 | 16 | Integer | FEAT_EPIC_IMPROVED_STUNNING_FIST_8 adds this bonus to the stun save DC. The highest feat chosen applies. | ||
282 | EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_9 | 18 | Integer | FEAT_EPIC_IMPROVED_STUNNING_FIST_9 adds this bonus to the stun save DC. The highest feat chosen applies. | ||
283 | EPIC_IMPROVED_STUNNING_FIST_DC_BONUS_10 | 20 | Integer | FEAT_EPIC_IMPROVED_STUNNING_FIST_10 adds this bonus to the stun save DC. The highest feat chosen applies. | ||
284 | EPIC_BANE_OF_ENEMIES_ATTACK_BONUS | 2 | Integer | FEAT_EPIC_BANE_OF_ENEMIES bonus to attack rolls against favoured enemies. | ||
285 | EPIC_BANE_OF_ENEMIES_DAMAGE_DIE | 6 | Integer | FEAT_EPIC_BANE_OF_ENEMIES bonus to damage rolls, the die used, against favoured enemies. Default 2d6 - thus changing this to an 8 would make it 2d8. | ||
286 | EPIC_BANE_OF_ENEMIES_DAMAGE_DICE | 2 | Integer | FEAT_EPIC_BANE_OF_ENEMIES bonus to damage rolls, the dice amount, against favoured enemies. Default 2d6 - thus changing this to an 4 would make it 4d6. | ||
287 | EPIC_AUTOMATIC_LESSER_STILL_LEVEL_CAP | 4 | Integer | For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges). | ||
288 | EPIC_AUTOMATIC_STILL_LEVEL_CAP | 7 | Integer | For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges). | ||
289 | EPIC_AUTOMATIC_GREATER_STILL_LEVEL_CAP | 10 | Integer | For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges). | ||
290 | EPIC_AUTOMATIC_LESSER_SILENT_LEVEL_CAP | 4 | Integer | For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges). | ||
291 | EPIC_AUTOMATIC_SILENT_LEVEL_CAP | 7 | Integer | For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges). | ||
292 | EPIC_AUTOMATIC_GREATER_SILENT_LEVEL_CAP | 10 | Integer | For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges). | ||
293 | EPIC_AUTOMATIC_LESSER_QUICKEN_LEVEL_CAP | 4 | Integer | For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges). | ||
294 | EPIC_AUTOMATIC_QUICKEN_LEVEL_CAP | 7 | Integer | For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges). | ||
295 | EPIC_AUTOMATIC_GREATER_QUICKEN_LEVEL_CAP | 10 | Integer | For the Epic Automatic Metamagic Feats, spells must be less than this level to have it automatically apply (thus why it is always n+1 over the allocated 1-3, 4-6 and 7-9 ranges). | ||
296 | POISON_SAVE_BONUS_1 | 1 | Integer | FEAT_PRESTIGE_POISON_SAVE_1 provides this amount of bonus save versus poison. | ||
297 | POISON_SAVE_BONUS_2 | 2 | Integer | FEAT_PRESTIGE_POISON_SAVE_2 provides this amount of bonus save versus poison. | ||
298 | POISON_SAVE_BONUS_3 | 3 | Integer | FEAT_PRESTIGE_POISON_SAVE_3 provides this amount of bonus save versus poison. | ||
299 | POISON_SAVE_BONUS_4 | 4 | Integer | FEAT_PRESTIGE_POISON_SAVE_4 provides this amount of bonus save versus poison. | ||
300 | POISON_SAVE_BONUS_5 | 5 | Integer | FEAT_PRESTIGE_POISON_SAVE_5 provides this amount of bonus save versus poison. | ||
301 | KI_CRITICAL_BONUS | 2 | Integer | FEAT_KI_CRITICAL provides this amount of threat range improvement. Default 2 means a 19-20 weapon becomes 17-20. Changing it to 4 would make it become 15-20 instead. | ||
302 | **** | **** | ||||
303 | BLINDSIGHT_RANGE_5_FEET | 2.0f | Float | FEAT_BLINDSIGHT_5_FEET is not defined in feat.2da properly (line 485), but can be re-added and functions using this range. 5 feet is really 1.524 meters, but I guess it's 2.0 to allow for a creatures own size (else nothing might get in range of it!) | ||
304 | BLINDSIGHT_RANGE_10_FEET | 4.0f | Float | FEAT_BLINDSIGHT_10_FEET is not defined in feat.2da properly (line 486), but can be re-added and functions using this range. 10 feet is really 3.048 meters, but I guess it's 4.0 to allow for a creatures own size. | ||
305 | BLINDSIGHT_RANGE_60_FEET | 18.288f | Float | FEAT_BLINDSIGHT_60_FEET is defined properly. When a creature has this feat they can see stealthed creatures as normal within this distance, no spot roll needed. This is correctly the full 40 feet translated to in-game meters. | ||
306 | **** | **** | ||||
307 | BARBARIAN_ENDURANCE_BONUS | 0.1f | Float | FEAT_BARBARIAN_ENDURANCE provides this amount of % EffectMovementSpeedIncrease. So 0.1f is 10% bonus is added on. See Creature Movement for more information. | ||
308 | COMPANION_LEVELS_STACK | 0 | Boolean | 0 or 1 | This will make animal companions work similar to familiars where similar class levels allow it to stack. EG: Sorcerer + Wizard levels = higher level familiar. However in the default game Druid and Ranger levels do not stack to level up the animal companion. This was added to the game in a patch to help solve this issue. You cannot remove the linking of arcane casters familiar levels however. | |
309 | **** | **** | ||||
310 | DEATH_ATTACK_BASE_SAVE_DC | 10 | Integer | 87.8193.35 | Save for the feat Death Attack. See fandom wiki for more information. | |
311 | QUICKENED_SPELL_MINIMUM_CONJURE_TIME | 500 | Integer | 87.8193.35 | This is the minimum time in milliseconds for a quickened conjuration. Quickened spells are slightly faster than hasted spellcasting, but this possibly minimise interruptions by damaging attacks if lowered (while it won't cause an AOO it still can be interrupted by concentration checks if damage is during that 500 milliseconds). | |
312 | HASTED_SPELL_CONJURE_TIME_MODIFIER | 0.5f | Float | 87.8193.35 | The default value halves the conjuration time for hasted spells. This defaults to usually 1500 / 2 = 750 milliseconds. This should be able to be altered to make haste not provide 2 spells cast per round if you change it to 1.0. Make sure to test though! | |
313 | FIX_EFFECTDAMAGEINCREASE_BYPASSING_DR_AND_DI | 0 | Boolean | 0 or 1 | 87.8193.35 | EffectDamageIncrease() has a bug where elemental damage increases bypass Damage Immunity/Resistance, straight out fixing it has the potential to break existing modules so it’s behind a ruleset.2da flag. |
314 | TWO_HANDED_WEAPON_STRENGTH_MODIFIER | 1.5f | Float | 87.8193.35 | Strength modifier for damage of two handed weapons. | |
315 | OFFHAND_WEAPON_STRENGTH_MODIFIER | 0.5f | Float | 87.8193.35 | Strength modifier for damage of offhand weapons. | |
316 | HASTE_MOVEMENT_SPEED_INCREASE_BONUS | 150 | Integer | 87.8193.35 | Has bonus movement speed (as a %, default 150%). Change to <=100 to disable the movement speed increase from EffectHaste. | |
317 | HASTE_DODGE_AC_INCREASE_AMOUNT | 4 | Integer | 87.8193.35 | Amount of Dodge AC to add when under the effect of EffectHaste. | |
318 | ALL_ASSOCIATES_RUN_SCRIPTS | 0 | Boolean | 0 or 1 | 87.8193.35 | Enable all state scripts on familiars/companions/etc |
319 | MOVEMENT_SPEED_BONUS_DEFAULT_CAP | 1.5f | Float | 87.8193.35 | Cap applied to the bonus movement speed from EffectMovementSpeedIncrease and other things like Barbarian Fast Movement for non-Monk classes. See Creature Movement for more information. | |
320 | MOVEMENT_SPEED_BONUS_MONK_CAP | 3.0f | Float | 87.8193.35 | Cap applied to the bonus movement speed from EffectMovementSpeedIncrease and other things like Barbarian Fast Movement or Monk speed per level for Monk classes (has 1 or more level of Monk) See Creature Movement for more information. | |
321 | MOVEMENT_SPEED_PENALTY_CAP | 0.125f | Float | 87.8193.35 | Cap applied to the movement speed penalties from EffectMovementSpeedDecrease. See Creature Movement for more information. | |
322 | MOVEMENT_STAGE_PENALTY_DETECT_MODE | 1 | Integer | 87.8193.35 | Movement stage penalties are applied when one or more of the given states are in play:
You can use these to alter it so detect or stealth doesn't apply a movement penalty, or encumberance doesn't, and apply your own modifiers to speed as things are done. See Creature Movement for more information. | |
323 | MOVEMENT_STAGE_PENALTY_STEALTH_MODE | 1 | Integer | 87.8193.35 | ||
324 | MOVEMENT_STAGE_PENALTY_ENCUMBRANCE_HEAVY | 1 | Integer | 87.8193.35 | ||
325 | MOVEMENT_STAGE_PENALTY_ENCUMBRANCE_OVERLOADED | 2 | Integer | 87.8193.35 | ||
326 | MAX_CHARGES_FOR_ITEM_COST | 50 | Integer | 87.8193.35 | When the max number of charges was increased to 250 in the engine, the cost calculation wasn't modified to take the change into account. This is the divisor (max charges) in the cost calculation. Value is clamped from 1 to max charges, defaulted to 50 (restores 1.69 cost calculations). Set to 250 for previous EE "cheap wands". Only charge-based items are affected (primarily Wands) | |
327 | TURN_RESISTANCE_AFFECTS_PCS | 0 | Boolean | 0 or 1 | 88.8193.36 | Allows the item property Turn Resistance and the EffectTurnResistanceIncrease and EffectTurnResistanceDecrease effects to work correctly on PCs. Primarily this affects Turn Undead used on Polymorphed PCs. |
328 | SKILL_SET_TRAP_DURATION | 4.5f | Float | 88.8193.36 | Duration of the action bar when setting a trap. | |
329 | SKILL_FLAG_TRAP_DURATION | 4.5f | Float | 88.8193.36 | Duration of the action bar when flagging a trap. | |
330 | SKILL_DISABLE_TRAP_DURATION | 4.5f | Float | 88.8193.36 | Duration of the action bar when disabling a trap. | |
331 | SKILL_RECOVER_TRAP_DURATION | 4.5f | Float | 88.8193.36 | Duration of the action bar when recovering a trap. | |
332 | SKILL_EXAMINE_TRAP_DURATION | 4.5f | Float | 88.8193.36 | Duration of the action bar when examining a trap. | |
333 | SKILL_OPEN_LOCK_DURATION | 4.5f | Float | 88.8193.36 | Duration of the action bar when opening a lock. | |
334 | SKILL_LOCK_DURATION | 4.5f | Float | 88.8193.36 | Duration of the action bar when locking a lock. | |
335 | SKILL_HIDE_IN_PLAIN_SIGHT_COOLDOWN | 0 | Integer | 88.8193.36 | Cooldown in milliseconds before Hide in Plain Sight feat can be actively used again. The feedback for this is the same string used for the Taunt/Pickpocket/Animal Empathy cooldowns. It's not set by default, so there is no cooldown. | |
336 | SKILL_TAUNT_COOLDOWN | 6000 | Integer | 88.8193.36 | Cooldown in milliseconds before the Taunt skill action can be actively used again. | |
337 | SKILL_PICKPOCKET_COOLDOWN | 6000 | Integer | 88.8193.36 | Cooldown in milliseconds before the Pickpocket skill action can be actively used again. | |
338 | SKILL_ANIMAL_EMPATHY_COOLDOWN | 6000 | Integer | 88.8193.36 | Cooldown in milliseconds before the Animal Empathy skill action can be actively used again. | |
GAP | ||||||
411 | **** | (Moved from "Value" column) "The following settings need to be changed consistently on both client and server to ensure consistent behaviour." | ||||
412 | WEAPON_FOCUS_BONUS | 1 | Integer | FEAT_WEAPON_FOCUS_* bonus to attack. | ||
413 | WEAPON_SPECIALIZATION_BONUS | 2 | Integer | FEAT_WEAPON_SPECIALIZATION_* bonus to damage. | ||
414 | EPIC_WEAPON_FOCUS_BONUS | 2 | Integer | FEAT_EPIC_WEAPON_FOCUS_* bonus to attack. | ||
415 | EPIC_WEAPON_SPECIALIZATION_BONUS | 4 | Integer | FEAT_EPIC_WEAPON_SPECIALIZATION_* bonus to damage. | ||
416 | **** | **** | ||||
417 | POWER_ATTACK_TO_HIT_MODIFIER | -5 | Integer | FEAT_POWER_ATTACK to hit modifier, ie; by default this mode lowers attack by 5. | ||
418 | POWER_ATTACK_DAMAGE_MODIFIER | 5 | Integer | FEAT_POWER_ATTACK damage modifier, ie; by default this mode adds 5 to damage rolls. | ||
419 | IMPROVED_POWER_ATTACK_TO_HIT_MODIFIER | -10 | Integer | FEAT_IMPROVED_POWER_ATTACK to hit modifier, ie; by default this mode lowers attack by 10. | ||
420 | IMPROVED_POWER_ATTACK_DAMAGE_MODIFIER | 10 | Integer | FEAT_IMPROVED_POWER_ATTACK to damage modifier, ie; by default this mode adds 10 to damage rolls. | ||
421 | RAPID_SHOT_TO_HIT_MODIFIER | -2 | Integer | FEAT_RAPID_SHOT modifier to hit. It adds +1 attack per round with ranged weapons, at a default of -2 to hit. | ||
422 | FLURRY_OF_BLOWS_TO_HIT_MODIFIER | -2 | Integer | FEAT_FLURRY_OF_BLOWS modifier to hit. It adds +1 attack per round with monk weapons/fits, at a default of -2 to hit. | ||
423 | EXPERTISE_TO_HIT_MODIFIER | -5 | Integer | FEAT_EXPERTISE to hit modifier, ie; by default this mode lowers attack by 5. | ||
424 | IMPROVED_EXPERTISE_TO_HIT_MODIFIER | -10 | Integer | FEAT_IMPROVED_EXPERTISE to hit modifier, ie; by default this mode lowers attack by 10. | ||
425 | EXPERTISE_AC_BONUS | 5 | Integer | FEAT_EXPERTISE to user AC modifier, ie; by default this mode adds 5 AC. | ||
426 | IMPROVED_EXPERTISE_AC_BONUS | 10 | Integer | FEAT_IMPROVED_EXPERTISE to user AC modifier, ie; by default this mode adds 10 AC. | ||
427 | LUCKY_SAVE_BONUS | 1 | Integer | FEAT_LUCKY bonus to saving throws. | ||
428 | GREAT_FORTITUDE_SAVE_BONUS | 2 | Integer | FEAT_GREAT_FORTITUDE bonus to fortitude saving throws. | ||
429 | IRON_WILL_SAVE_BONUS | 2 | Integer | FEAT_IRON_WILL bonus to will saving throws. | ||
430 | LIGHTNING_REFLEXES_SAVE_BONUS | 2 | Integer | FEAT_LIGHTNING_REFLEXES bonus to reflex saving throws. | ||
431 | FEAT_TOUGHNESS_HP_BONUS | 1 | Integer | FEAT_TOUGHNESS amount of HP to add per hit dice the creature has. | ||
432 | FEAT_EPIC_TOUGHNESS_HP_BONUS_10 | 200 | Integer | FEAT_EPIC_TOUGHNESS_10 amount of HP to add from this feat. Highest feat present applies. | ||
433 | FEAT_EPIC_TOUGHNESS_HP_BONUS_9 | 180 | Integer | FEAT_EPIC_TOUGHNESS_9 amount of HP to add from this feat. Highest feat present applies. | ||
434 | FEAT_EPIC_TOUGHNESS_HP_BONUS_8 | 160 | Integer | FEAT_EPIC_TOUGHNESS_8 amount of HP to add from this feat. Highest feat present applies. | ||
435 | FEAT_EPIC_TOUGHNESS_HP_BONUS_7 | 140 | Integer | FEAT_EPIC_TOUGHNESS_7 amount of HP to add from this feat. Highest feat present applies. | ||
436 | FEAT_EPIC_TOUGHNESS_HP_BONUS_6 | 120 | Integer | FEAT_EPIC_TOUGHNESS_6 amount of HP to add from this feat. Highest feat present applies. | ||
437 | FEAT_EPIC_TOUGHNESS_HP_BONUS_5 | 100 | Integer | FEAT_EPIC_TOUGHNESS_5 amount of HP to add from this feat. Highest feat present applies. | ||
438 | FEAT_EPIC_TOUGHNESS_HP_BONUS_4 | 80 | Integer | FEAT_EPIC_TOUGHNESS_4 amount of HP to add from this feat. Highest feat present applies. | ||
439 | FEAT_EPIC_TOUGHNESS_HP_BONUS_3 | 60 | Integer | FEAT_EPIC_TOUGHNESS_3 amount of HP to add from this feat. Highest feat present applies. | ||
440 | FEAT_EPIC_TOUGHNESS_HP_BONUS_2 | 40 | Integer | FEAT_EPIC_TOUGHNESS_2 amount of HP to add from this feat. Highest feat present applies. | ||
441 | FEAT_EPIC_TOUGHNESS_HP_BONUS_1 | 20 | Integer | FEAT_EPIC_TOUGHNESS_1 amount of HP to add from this feat. Highest feat present applies. | ||
442 | FEAT_DEATHLESS_VIGOR_HP_BONUS | 3 | Integer | FEAT_DEATHLESS_VIGOR amount of HP to add at levels 5, 6, 7, 8, 9 and 10 when taking CLASS_PALE_MASTER. | ||
443 | FEAT_EPIC_DEATHLESS_VIGOR_HP_BONUS | 5 | Integer | FEAT_EPIC_DEATHLESS_VIGOR amount of HP to add at levels 15, 20, 25 and 30 when taking CLASS_PALE_MASTER. | ||
444 | **** | **** | ||||
445 | FEAT_DEFENSIVES_STANCE_STR_BONUS | 2 | Integer | FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE bonus to strength when used. | ||
446 | FEAT_DEFENSIVES_STANCE_CON_BONUS | 4 | Integer | FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE bonus to constitution when used. | ||
447 | FEAT_DEFENSIVES_STANCE_SAVE_BONUS | 2 | Integer | FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE bonus to saving throws when used. | ||
448 | FEAT_DEFENSIVES_STANCE_DODGE_BONUS | 4 | Integer | FEAT_DWARVEN_DEFENDER_DEFENSIVE_STANCE bonus to dodge AC when used. | ||
449 | **** | **** | ||||
450 | FEAT_DRAGON_HD6 | 6 | Integer | FEAT_DRAGON_HDINCREASE_D6 the hit die now used when levelling up for health when of CLASS_TYPE_DRAGON_DISCIPLE. | ||
451 | FEAT_DRAGON_HD8 | 8 | Integer | FEAT_DRAGON_HDINCREASE_D8 the hit die now used when levelling up for health when of CLASS_TYPE_DRAGON_DISCIPLE. | ||
452 | FEAT_DRAGON_HD10 | 10 | Integer | FEAT_DRAGON_HDINCREASE_D10 the hit die now used when levelling up for health when of CLASS_TYPE_DRAGON_DISCIPLE. | ||
453 | FEAT_DRAGON_HD12 | 12 | Integer | FEAT_DRAGON_HDINCREASE_D12 the hit die now used when levelling up for health when of CLASS_TYPE_DRAGON_DISCIPLE. | ||
454 | **** | **** | ||||
455 | DIRTY_FIGHTING_BONUS_DICE | 4 | Integer | FEAT_DIRTY_FIGHTING the size of the dice used, for instance it does 1d4 usually, changing this to 10 makes it deal 1d10 bonus damage. | ||
456 | **** | **** | ||||
457 | MIN_LEVEL_FOR_MAX_HP | 3 | Integer | While the character hit dice is <= this value, they get automatically the maximum number of HP at level up. EG: default 3 applies to level 1, 2 and 3, but level 4 and above get a random amount of HP. Doesn't affect level 1, even when set to -1 or 0. | ||
458 | **** | **** | ||||
459 | SPELL_METAMAGIC_EMPOWER_COST | 2 | Integer | Cost in spell levels of using FEAT_EMPOWER_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used. | ||
460 | SPELL_METAMAGIC_EXTEND_COST | 1 | Integer | Cost in spell levels of using FEAT_EXTEND_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used. | ||
461 | SPELL_METAMAGIC_MAXIMIZE_COST | 3 | Integer | Cost in spell levels of using FEAT_MAXIMIZE_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used. | ||
462 | SPELL_METAMAGIC_QUICKEN_COST | 4 | Integer | Cost in spell levels of using FEAT_QUICKEN_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used. | ||
463 | SPELL_METAMAGIC_SILENT_COST | 1 | Integer | Cost in spell levels of using FEAT_SILENT_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used. | ||
464 | SPELL_METAMAGIC_STILL_COST | 1 | Integer | Cost in spell levels of using FEAT_STILL_SPELL on a spell. It appears metamagic.2da column "LevelAdjustment" is not used. | ||
465 | **** | **** | ||||
466 | **** | **** | ||||
467 | MONK_DAMAGE_TIER_ONE_THRESHHOLD | 4 | Integer | Monks get bonus damage using their fists controlled by these values. Presumably tier 1 threshold means CLASS_TYPE_MONK at level 4 gets MONK_DAMAGE_TIER_ONE_SDAMAGE_DIE (6) if small or MONK_DAMAGE_TIER_ONE_DAMAGE_DIE (8) multiplied by SDAMAGE_DICE (1) if small or MONK_DAMAGE_TIER_DICE (1) otherwise. This gives a final amount of 1d6 for small or below and 1d8 for medium or above. | ||
468 | MONK_DAMAGE_TIER_TWO_THRESHHOLD | 8 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example. | ||
469 | MONK_DAMAGE_TIER_THREE_THRESHHOLD | 12 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example. | ||
470 | MONK_DAMAGE_TIER_FOUR_THRESHHOLD | 16 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example. | ||
471 | MONK_DAMAGE_TIER_ZERO_SDAMAGE_DIE | 4 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example - this is tier 0 or by default < level 4. | ||
472 | MONK_DAMAGE_TIER_ONE_SDAMAGE_DIE | 6 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example. | ||
473 | MONK_DAMAGE_TIER_TWO_SDAMAGE_DIE | 8 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example. | ||
474 | MONK_DAMAGE_TIER_THREE_SDAMAGE_DIE | 10 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example. | ||
475 | MONK_DAMAGE_TIER_FOUR_SDAMAGE_DIE | 6 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example. | ||
476 | MONK_DAMAGE_TIER_ZERO_SDAMAGE_DICE | 1 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example - this is tier 0 or by default < level 4. | ||
477 | MONK_DAMAGE_TIER_ONE_SDAMAGE_DICE | 1 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example. | ||
478 | MONK_DAMAGE_TIER_TWO_SDAMAGE_DICE | 1 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example. | ||
479 | MONK_DAMAGE_TIER_THREE_SDAMAGE_DICE | 1 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example. | ||
480 | MONK_DAMAGE_TIER_FOUR_SDAMAGE_DICE | 2 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example. | ||
481 | MONK_DAMAGE_TIER_ZERO_DAMAGE_DIE | 6 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example - this is tier 0 or by default < level 4. | ||
482 | MONK_DAMAGE_TIER_ONE_DAMAGE_DIE | 8 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example. | ||
483 | MONK_DAMAGE_TIER_TWO_DAMAGE_DIE | 10 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example. | ||
484 | MONK_DAMAGE_TIER_THREE_DAMAGE_DIE | 12 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example. | ||
485 | MONK_DAMAGE_TIER_FOUR_DAMAGE_DIE | 20 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example. | ||
486 | MONK_DAMAGE_TIER_DICE | 1 | Integer | Monks get bonus damage using their fists controlled by these values. See above for example. This applies to all "normal" sized creatures. Default normal: 1d6 - 1d20 instead of small 1d4 - 2d6. | ||
487 | UNARMED_SDAMAGE_DIE | 2 | Integer | Default unarmed damage die if smaller than Medium size. | ||
488 | UNARMED_DAMAGE_DIE | 3 | Integer | Default unarmed damage die if Medium or larger. | ||
489 | UNARMED_DAMAGE_DICE | 1 | Integer | Default amount of unarmed damage dice. | ||
490 | SHOU_DISCIPLE_DAMAGE_TIER_ONE_DICE | 1 | Integer | Not implemented but if SHOU_DISCIPLE is added it does something. | ||
491 | SHOU_DISCIPLE_DAMAGE_TIER_TWO_DICE | 2 | Integer | Not implemented but if SHOU_DISCIPLE is added it does something. | ||
492 | SHOU_DISCIPLE_DAMAGE_TIER_ONE_THRESHHOLD | 2 | Integer | Not implemented but if SHOU_DISCIPLE is added it does something. | ||
493 | SHOU_DISCIPLE_DAMAGE_TIER_TWO_THRESHHOLD | 3 | Integer | Not implemented but if SHOU_DISCIPLE is added it does something. | ||
494 | SHOU_DISCIPLE_DAMAGE_TIER_THREE_THRESHHOLD | 5 | Integer | Not implemented but if SHOU_DISCIPLE is added it does something. | ||
495 | SHOU_DISCIPLE_DAMAGE_TIER_ZERO_DAMAGE_DIE | 6 | Integer | Not implemented but if SHOU_DISCIPLE is added it does something. | ||
496 | SHOU_DISCIPLE_DAMAGE_TIER_ONE_DAMAGE_DIE | 8 | Integer | Not implemented but if SHOU_DISCIPLE is added it does something. | ||
497 | SHOU_DISCIPLE_DAMAGE_TIER_TWO_DAMAGE_DIE | 10 | Integer | Not implemented but if SHOU_DISCIPLE is added it does something. | ||
498 | SHOU_DISCIPLE_DAMAGE_TIER_THREE_DAMAGE_DIE | 6 | Integer | Not implemented but if SHOU_DISCIPLE is added it does something. | ||
499 | SHOU_DISCIPLE_DAMAGE_TIER_ZERO_SDAMAGE_DIE | 4 | Integer | Not implemented but if SHOU_DISCIPLE is added it does something. | ||
500 | SHOU_DISCIPLE_DAMAGE_TIER_ONE_SDAMAGE_DIE | 6 | Integer | Not implemented but if SHOU_DISCIPLE is added it does something. | ||
501 | SHOU_DISCIPLE_DAMAGE_TIER_TWO_SDAMAGE_DIE | 8 | Integer | Not implemented but if SHOU_DISCIPLE is added it does something. | ||
502 | SHOU_DISCIPLE_DAMAGE_TIER_THREE_SDAMAGE_DIE | 10 | Integer | Not implemented but if SHOU_DISCIPLE is added it does something. | ||
503 | MULTIPLE_ATTACKS_BAB_PENALTY_MULTIPLIER | 5 | Integer | The amount of BAB you need by default to gain a bonus attack. EG: 18 BAB gives 18/13/8/3 Changing this to 4 would mean you instead get 18/14/10/6/2. | ||
504 | MULTIPLE_ATTACKS_BAB_PENALTY_MULTIPLIER_MONK | 3 | Integer | The amount of BAB you need as a Monk attacking unarmed or with Monk weapons, to gain a bonus attack. As above it alters the amount of penalty thus provides more or less attacks in total. | ||
505 | **** | **** | ||||
506 | **** | **** | ||||
507 | CHARGEN_ENABLED_PHENOTYPES | 5 | Integer (Bitmask) | Bitmask of enabled Pheonotypes in Character Generation. Default is equal to 0b101 I.E First ('Thin') and Third ('Fat') Pheonotype. Change value to 1 will allow only the 'thin', while changing to 4 will allow only the 'fat'. 5 is 00...000101 in binary, meaning phenotype 0 and 2 are enabled Set to 2147483647 to allow phenotypes 0..30 (which is all 1's in the 32bit bitmask) including horses etc. | ||
508 | CHARGEN_ABILITY_COST_INCREMENT2 | 14 | Integer | Character generation - By default when you get to 14 in an ability in point buy, it costs more (2 instead of 1 to go higher). | ||
509 | CHARGEN_ABILITY_COST_INCREMENT3 | 16 | Integer | Character generation - By default when you get to 16 in an ability in point buy, it costs more (3 instead of 2 to go higher). | ||
510 | CHARGEN_ABILITY_COST_INCREMENT4 | 255 | Integer | Character generation - By default it applies no further penalties but a further penalty could be applied. EG: If set to 18 it would cost 4 points instead of 3 points to go higher. Obviously 255 disables this option. | ||
511 | CHARGEN_BASE_ABILITY_MIN | 8 | Integer | Character generation - The basic minimum a stat can have. Stats in the point buy screen begin from this value without adjusting points. Meaning setting it to a lower or higher value you end up with weaker and stronger characters, respectively. | ||
512 | CHARGEN_BASE_ABILITY_MIN_PRIMARY | 11 | Integer | Character generation - The basic minimum a primary stat (as defined in classes.2da) can have. If you provide a bonus to a racial type that is above 2 (which the game presumably uses as a default) the 11 mentioned here can actually make it so the player can select less than the minimum they'd usually have. EG: +6 in a state makes it 14, but by setting it to 11 the game unintentionally refunds 3 points of statistic you can't usually reallocate. IE: it sets the amount to this. In the above example +6 as your maximum means you'd want to set it to 14 for the GUI to properly restrict it being lowered past the racial minimum. Note: Actually there may be more bugs around allowing more than +2 to a stat in racialtypes.2da. Bug report: https://github.com/Beamdog/nwn-issues/issues/363 | ||
513 | CHARGEN_BASE_ABILITY_MAX | 18 | Integer | Character generation - The maximum allowed ability score that can be added using point buy. | ||
514 | CHARGEN_ABILITY_NEUTRAL_VALUE | 10 | Integer | Character generation - The basic default neutral value of a score, so no penalties or bonuses. | ||
515 | CHARGEN_ABILITY_MODIFIER_INCREMENT | 2 | Integer | Character generation - The modifier to bonuses presumably follow a pattern of 2 per 1 if set to 2. A bonus at 14 would be +2 and 16 gives +3. Setting this to 3 would presumably make 14 give +1 bonus, and 16 give +2. | ||
516 | CHARGEN_SKILL_MAX_LEVEL_1_BONUS | 3 | Integer | Character generation - the maximum bonus to skills that can be added at level 1. | ||
517 | CHARGEN_ALLOW_CUSTOM_PORTRAITS | 1 | Boolean | 0 or 1 | If set to 0 will disallow a player to use their own portraits, only those in portraits.2da will be allowed. | |
518 | CHARGEN_ENABLE_RECOMMENDED_BUTTON | 1 | Boolean | 0 or 1 | If set to 0 will disable the "Recommend" button during character generation and levelup screens. While a default option may be selected as per some of the classes.2da and other things it will no longer crash the game if pressed and something goes wrong. This button usually crashes the client if there are classes lacking packages or if the Fighter (hardcoded default recommended class) is selected. Recommended set to 0 in these cases or if you want to force a player to read and select all things manually. | |
519 | MULTICLASS_LIMIT | 3 | Integer | 1 - 8 | 87.8193.35 | 35: Added support for up to 8 multiclasses on creatures. This value applies to:
This makes this toggle fairly soft and means if you somehow get a character into the game with more classes, it'll work as expected (e.g. a per-player boon override via nixie or NPCs with a gorillion classes). NB: To have this be "optional" you could apply OnLevelUp an array of prereq setting values on a character who shouldn't have a 4th class yet, and remove them when you allow it. This does require prereq integers to be added to the base classes. |
520 | ALL_ASSOCIATES_CAN_INTERACT | 0 | Boolean | 0 or 1 | 87.8193.35 | Enable possessed familiars to take items, interact with objects, etc - if enabled your module must be tested for it, default modules assume a PC isn't a flying fairy or mini-dragon or similar when talking to things. |