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You cannot alter the formula for the spell save (by default) since it is codified to be 10 + Innate spell level from spells.2da + 3. It 'd not be recommended to make InnateLvl higher than 9 howeverappears to mean InnateLvl is unused, heavily limiting the default save DC unless you wrapper GetSpellSaveDC in scripts.

2da Columns

ColumnExampleValid ValuesDescription and Notes
LabelAcid_FogTextHuman readable description, unused in game
Name1097dialog.tlk string referenceThe name of the spell for the item property. Mostly these are the spells.2da name with an appended brackets for the caster level, eg 1097 is Acid Fog (11)
CasterLvl11Usually 1 - 40

Caster level when applied to the spell. However GetEffectCasterLevel ignores it (thus dispel checks are whacky).

Classes usually only go up to 40 for spellcasters, but you might be able to do a higher value up to 60 or more if you test it properly.

InnateLvl6

0.5 for cantrips

1 - 9 for spells

Curiously it seems the game ignores this and uses the Innate level in spells.2da instead for things like save DCs/spell immunity by level, although mostly this column follows spells.2da innate column anyway so you'd never usually notice.

Probably needs some more testing however and may affect price? and possibly Toolset generated items. Best to make it a mirror of the Innate column in spells.2da.

Cost49500Integer

Cost value to use for this item property. See itemprops.2da, itempropdef.2da, iprp_costtable.2da and iprp_paramtable.2da for more information on cost calculations. Fun times with uses/day, charges/use, single use and unlimited use multipliers.

Not sure what "calculation" Bioware uses here, since some spells at caster level 10, spell level 3 (22500) are the same as other ones such as caster level 15, spell level 4 (22500). If someone figures it out post it here.

SpellIndex0Index into spells.2da
PotionUse0

1 allowed on Potions

0 not allowed on Potions

These are only for toolset usage. It won't affect Item Property script functions or GFF edited items.

If 1 it can be added to potions, if 0 it cannot.

Generally friendly only spells get this set to 1.

Potions are base items line 54.

Note potions have the special property of not having more than one "use" ever, by default, so only one spell can be applied to them.

WandUse0

1 allowed on Wands

0 not allowed on Wands

These are only for toolset usage. It won't affect Item Property script functions or GFF edited items.

If 1 it can be added to potions, if 0 it cannot.

Seems to be no rhyme or reason what gets this set as 1. Randomly summon, friendly and hostile spells are all 1 or 0.

Wands are base items line 46.

GeneralUse1

1 allowed on items that are not Potions or Wands

0 not allowed on items that are not Potions or Wands

These are only for toolset usage. It won't affect Item Property script functions or GFF edited items.

If the wand and potion usage columns are 0 this should be set to 1.

If 1 it can be added to items which are not line 54 or 46, 0 if it cannot be.

Iconiss_AcidFogResref of texture fileIcon file used if applied to a scroll item (base item ID 75), overrides the blank one.

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