savingthrowtypes.2da now allows is allows changes to existing and adding custom saving throw types (eg editing Fire or adding Psychic). Changes in in iprp_saveelement.2da allows for items to also point to the new entries you create. It was added in 1.89.8193.37
Hardcoded Aspects
Line 0 cannot be used and refers to "no saving throw versus" in the engine.
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Adding New Saving Throw Types
Primarily you need to add a new valid row here, then add a related change in iprp_saveelement.2da
Then use it in your own spell scripts, since the engine by default won't use them. The messages sent to clients are then identical to usual.
2da Columns
| Column | Example Contents | Valid Values | Description and Notes |
|---|---|---|---|
| ID | 0 | Integers 0-255 | These line IDs are the SAVING_THROW_TYPE_* values. 255 limit due to network traffic. |
| Label | Mind_Spells | Text | Simple label unused by the engine |
| Strref | 8107 | String reference | Used for messages on the client |
| Immunity | 1 | Reference to IMMUNITY_TYPE_* values. | See https://nwnlexicon.com/index.php/Immunity_type Thesr are checked and change the result of the save functions. So if you changed death immunity to be added for line 11 (putting in 32 in this column) both the in engine and spell scripts would start to respond however this may make that more powerful than intended (see Saving Throws). |
2da Contents
| Code Block |
|---|
2DA V2.0
Label Strref Immunity ImmunityOnlyIfSpell
0 Universal **** **** ****
1 Mind_Spells 8107 1 0
2 Poison 879 2 0
3 Disease 1006 3 0
4 Fear 804 4 0
5 Sonic 2202 **** ****
6 Acid 1027 **** ****
7 Fire 1028 **** ****
8 Electricity 8114 **** ****
9 Positive 5159 **** ****
10 Negative 5158 **** ****
11 Death 4722 **** ****
12 Cold 1029 **** ****
13 Divine 5155 **** ****
14 Trap 5563 5 0
15 Spell 2295 **** ****
16 Good 265 **** ****
17 Evil 266 **** ****
18 Law 4943 **** ****
19 Chaos 4944 **** ****
20 Paralysis 5161 6 ****
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