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There are 6 items you can re-enable since they reflect valid saving throws (The game actively has for usual effects and script functions). These are Traps, Spells, Law, Chaos, Good and Evil.
The reasons the Law, Chaos, Good and Evil may not have been enabled is, essentially, no spell uses those saving throw types (So they'd functionally do nothing), but Spells and Traps have valid saves.
Note Backstab and Illusion will do nothing.
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It is a shame this list doesn't match the default SAVING_THROW_TYPE_* constants allowing manual additions (if the effects to increase/decrease and the saving throw functions also accepted the increased numbers).
2da Columns
Column Label | Example | Valid Values | Description and Notes |
---|---|---|---|
Name | 1028 | Dialog.tlk string reference | Shown in toolset and in game. If not present the line is considered invalid and will not be allowed in the toolset. |
Label | Fire | Human readable string | Unused by the game just a label |
Cost | 0.5 | Float | See parent page on how costs are calculated |
2da Contents
Code Block |
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2DA V2.0 Name NameString Cost 0 5152 Universal 1.25 1 1027 Acid 0.4 2 **** Backstab 0.4 3 1029 Cold 0.4 4 5154 Death 0.75 5 1006 Disease 0.5 6 5155 Divine 0.4 7 1030 Electrical 0.4 8 993 Fear 0.4 9 1028 Fire 0.5 10 **** Illusion 0.5 11 5157 Mind-Affecting 0.75 12 5158 Negative 0.75 13 879 Poison 0.5 14 5159 Positive 0.4 15 2202 Sonic 0.4 16 **** Traps 0.4 17 **** Spells 0.75 18 **** Law 0.4 19 **** Chaos 0.4 20 **** Good 0.4 21 **** Evil 0.4 |
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