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ColumnExample ContentsValid ValuesDescription and Notes
LABELAlertness
A text value identifying the feat associated with this row. It is not used by the game engine, but makes it easier to locate specific feats within the file. All spaces should be replaced with underscores ( _ ).
FEAT289Dialog.tlk number

A StringRef indicating the name of the feat, which will be displayed in the game.

The games character sheet will automatically sort these. You can use Custom Tokens which are empty to alter the order nicely.

DESCRIPTION290Dialog.tlk numberA StringRef indicating the description of the feat, which will be displayed in the game.
ICONife_alertnessTexture resref name without extension, max 16 characters

The value of this field is the filename of the .TGA or .DDS file that is the icon for this feat. It is usually prefixed as ife_, for icon feat, followed by an abbreviation of the feat name. The total length of this name must be 16 characters or less.

Feat icons are always square to fit in the current GUI, suggested minimum size 32x32 (but with NWN:EE better scaling 64x64 or even higher can work since they'll be scaled appropriately to fit).

MINATTACKBONUS1**** if not requirement, or a positive integerThe minimum attack bonus a character must have to select this feat.
MINSTR13**** if not requirement, or a positive integerThe minimum strength ability score a character must have to select this feat.
MINDEX15**** if not requirement, or a positive integerThe minimum dexterity ability score a character must have to select this feat.
MININT13**** if not requirement, or a positive integerThe minimum intelligence ability score a character must have to select this feat.
MINWIS13**** if not requirement, or a positive integerThe minimum wisdom ability score a character must have to select this feat.
MINCON15**** if not requirement, or a positive integerThe minimum constitution ability score a character must have to select this feat.
MINCHA13**** if not requirement, or a positive integerThe minimum charisma ability score a character must have to select this feat.
MINSPELLLVL2**** if not requirement, or a positive integer

The minimum spell level a spellcasting character must be able to cast in order to select this feat. To determine eligibility, a check is made in classes.2da, examining the "SpellGainTable" and either the "SpellKnownTable" (for bards and sorcerers) or the "PrimaryAbil" (for other classes).

For instance Empower Spell requires level 2 spells to be available to the caster, thus 2 is used.

PREREQFEAT13**** if not requirement, or a feat.2da entryIf this feat requires another feat to be selected before this one may be chosen, the ID number of the required feat(s) will be in these columns. If both are defined then both are required.
PREREQFEAT24**** if not requirement, or a feat.2da entry
GAINMULTIPLE********Nonfunctional. Was meant to allow Extra Turning (and similar feats) to be allowed to be taken multiple times.
EFFECTSSTACK********Nonfunctional. Was meant to allow Extra Turning (and similar feats) to be allowed to be taken multiple times.
ALLCLASSESCANUSE11 or 0

Value of 0 (false) or 1 (true). Determines whether all classes can use this feat or not. If 0 (not), the appropriate class feat 2da files (cls_feat_*) determine whether or not this feat is available to the character.

If you mark a feat as usable by all classes but unobtainable (such as a required feat that is never granted) but you grant the feat by racialtypes.2da, and it is an active feat, it will not be available to use. Instead it should be added to every classes.2da FeatsTable entry (if you are doing active racial feats this way set the level requirement to 99 and use unique feats - not existing ones - for them). It then appears "properly" under class abilities like "Horse Menu".

CATEGORY22**** if not a usable feat, or categories.2da entryThis determines how the AI treats this feat. It is an ID value in categories.2da.
MAXCR1**** if not a usable feat, or a positive number.To do with the functions around Talents. The "Level" of the feat when we are searching for feats we want to not use if the enemy is of a certain CR. Just as a reference spells.2da entries just double the spell level (so enemy is CR5, we cast level 1 or 2 spells, but not level 3 which doubles to 6).
SPELLID317**** or a spells.2da entryThe ID number in spells.2da for the equivalent spell script to run for this feat, if it needs one. The spells.2da line must also reference this feat back in a 1:1 relationship.
SUCCESSOR16**** if no successors, or the successor feat line.

The ID number of the feat which follows this feat. For example, the Disarm feat has the ID number of Improved Disarm in this column.

The parent feat must be known if the successor is to be chosen on levelup (although it can be just granted by a class tied level up).

CRValue0.3Float value. Recommended 0 instead of **** if it has no relevance to CR.The weight of a feat in the CR calculations. CR is only calculated in the toolset.
USESPERDAY3

**** for unlimited uses/day

-1 for hardcoded uses/day

1 or more for a set limit uses / day

-1 if uses per day depends on certain hardcoded conditions such as number of levels in a class (Example, stunning fist).

**** if feat can be used unlimited times per day or if feat is passive.

Else it is the number of times per day this feat may be used.

MASTERFEAT3**** or line in masterfeats.2daThis number references masterfeats.2da. The master feat is used when a feat falls into a subcategory, such as the way "improved critical (longsword)" is a subcategory of improved critical.
TARGETSELF
**** if not usable, or 1 or 0Value 0 (false) or 1 (true). Determines whether this feat targets the character using the feat (so when using it, it doesn't pop up a selection for who to target). Overrides spells.2da targeting options for PCs.
OrReqFeat046**** if not applicable, or feat.2da entrySimilar to the PREREQFEAT columns above, this is the ID of a required feat the character needs to select this feat. These columns are different in that the character is only required to have one of the feats specified in these columns. This can be used in conjunction with the PREREQFEAT columns to specify that a character must have feat x (PREREQFEAT) and one of feats y or z (OrReqFeat).
OrReqFeat148**** if not applicable, or feat.2da entry
OrReqFeat249**** if not applicable, or feat.2da entry
OrReqFeat350**** if not applicable, or feat.2da entry
OrReqFeat451**** if not applicable, or feat.2da entry
REQSKILL4**** if not applicable, or skills.2da entryThe ID value in skills.2da of a required skill the character must have to be able to select this feat.
ReqSkillMinRanks20**** if not applicable, or positive integer

The minimum number of ranks the character must have of REQSKILL to be able to select this feat. Ranks are what has been assigned at levelup not the bonuses from abilities, items or other sources.

If **** then the skill itself must be learnable, stopping Skill Focus: Animal Empathy for instance for those classes unable to get ranks in that skill.

REQSKILL221**** if not applicable, or skills.2da entryThe ID value in skills.2da of a required skill the character must have to be able to select this feat.
ReqSkillMinRanks230**** if not applicable, or positive integer

The minimum number of ranks the character must have of REQSKILL2 to be able to select this feat. Ranks are what has been assigned at levelup not the bonuses from abilities, items or other sources.

If **** then the skill itself must be learnable, stopping Skill Focus: Animal Empathy for instance for those classes unable to get ranks in that skill.

ConstantFEAT_ALERTNESSTextThe name of the script constant used to represent this feat in scripts. It is usually a combination of FEAT_ + the value of the LABEL column. Constants are actually defined either in nwscript.nss or another script file. The constant name in this field has no bearing on any scripts, and is for reference purposes only.
TOOLSCATEGORIES

1 = combat feat

2 = active combat feat

3 = defensive feat

4 = magical feat

5 = class / racial feat

6 = other feat

This is a hardcoded value used by the Toolset. It sets the category of the feat when using the "filter feats by category" option in the Toolset.
HostileFeat
**** if not applicable (ie not usable), or 1 or 0Value 0 (false) or 1 (true). Determines whether the use of this feat is considered as a hostile act.
MinLevel
**** if not applicable or positive integerThe minimum level a character must have to be able to take this feat. Works with MinLevelClass.
MinLevelClass
**** if not applicable or positive integerThe ID value of the corresponding class from classes.2da the character must have MinLevel levels in.
MaxLevel
**** if not applicable or positive integerThe maximum character level allowed a character to be able to select this feat.
MinFortSave8**** if not applicable or positive integer

The minimum fortitude saving throw bonus a character must have to be able to select this feat. No way of having minimum will or reflex saves.

PreReqEpic

0 - No epic character required

1 - Epic character required (level 21 or higher)

Indicates if only epic characters can choose this feat. A value of 1 indicates epic-only, while 0 indicates no such requirement.
ReqAction

0 - Instant feat, bypasses action queue

1 - Normal behaviour

0 = This is an instant feat, bypassing the action queue and without animation. If linked to a spells.2da line the ImpactScript will fire immediately.

1 = Feat activation uses the action queue and plays an animation.

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