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A hardcoded active (or toggleable) ability such as FEAT_KNOCKDOWN. May be tied to a particular class line as well or alter effects if used by a PC or NPC.
These cannot be altered by scripts (although NWNX or ruleset.2da may be able to alter them).
|feat.2da ID||Feat Name||Usable as Item Property?||Effects||ruleset.2da lines||Description and Notes|
Active feat with an impossible to replicate 2 "subfeats"; Called Shot Legs and Called Shot ArmsSome of the parameters of Called Shot can be altered in ruleset.2da
. Using the feat ID (5) with ActionUseFeat randomly chooses which to use and you can't specify which one with that script command.
Called Shot: Legs. This applies two separate effects if it successful:
Called Shot: Arms. This applies one effect if it successful:
All the effects stack as per being usual negative effects. Immunity to that effect type stops it. The effects can be found via. scripting (GetFirst/NextEffect).
CALLED_SHOT_TO_HIT_MODIFIER = -4
CALLED_SHOT_EFFECT_DURATION = 24.0f
CALLED_SHOT_ARM_ATTACK_PENALTY = 2
CALLED_SHOT_LEG_ABILITY_PENALTY = 2
CALLED_SHOT_LEG_MOVEMENT_PENALTY = 20
|6||Cleave||Semi-active feat (automatically triggers). In melee allows an additional attack against an enemy in range when your target is killed by you. Happens only once per "round".||NUM_CLEAVE_ATTACKS = 1|
Will add an additional attack and apply a -2 to hit with all attacks while active. It specifically only works with ranged weapons except Light Crossbow and Heavy Crossbow (which is hardcoded, although all ranged weapon lines are!)
|RAPID_SHOT_TO_HIT_MODIFIER = -2|
|feat.2da ID||Feat Name||Usable as Item Property?||Effects||Description and Notes|
|2||Heavy Armor Proficiency|
|3||Light Armor Proficiency|
|4||Medium Armor Proficiency|