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Column NameExampleValid ValuesDescription / Notes
ID (no actual name)89Line NumberRow numbers for the benefit of human readers. The game engine ignores the value in this field, instead generating sequential row numbers as the file is read. It is good practice to keep the entries in this field sequentially numbered to avoid confusion.
NamePOLYMORPH_TYPE_RAKSHASA_FEMALETextThe name of this polymorph, for the benefit of human readers. Commonly the nwscript constant name. The game ignores this value.
AppearanceType290appearance.2da ID line

An index into appearance.2da, indicating the appearance gained while this polymorph is active.

Make sure you set this if you don't Bad Things(TM) may happen (use a blank line with EffectPolymorph doesn't apply usual restrictions but they still have the effect and associated VFX).

If not set Abilities, AC and HP will not be applied.

RacialType20racialtypes.2da ID lineAn index into racialtypes.2da, indicating the racial type gained while this polymorph is active.
PortraitId565portraits.2da ID lineAn index into portraits.2da, indicating the portrait used while this polymorph is active.
Portraitpo_Rakshasa_fPortrait resref minus "po_" prefixThe ResRef – minus the "po_" prefix, and minus the suffix consisting of an underscore and a letter indicating portrait size – of the portrait used while this polymorph is active. This column is ignored if PortraitId is supplied. (In fact, no standard polymorphs have a valid value in this column; they instead rely on the PortraitId column.)
CreatureWeapon1****UTI item resref

The ResRefs of items to be equipped as creature weapons while this polymorph is active.

It does not require any creature feats to have these equipped and used effectively. In fact the game adds a temporary FEAT_WEAPON_PROFICIENCY_CREATURE when a polymorph occurs (presumably this stops is to stop attacks of opportunity for unarmed attacks if none are defined, the feat won't be needed to equip the actual weapons here).

If EQUIPPED is filled in all 3 of these are ignored.

Check here for how creature weapons are used (essentially it picks one at random each attack): https://nwn.fandom.com/wiki/Creature_weapon

CreatureWeapon2****UTI item resref
CreatureWeapon3nw_it_crewps005UTI item resref
HideItemx2_it_shrakspropUTI item resrefThe ResRef of an item to be equipped as the skin item while this polymorph is active. This is the usual method for giving special defenses (like damage reduction) to a polymorph form.
EQUIPPEDx2_it_rakstaffUTI item resref

The ResRef of an item to be equipped in the main hand slot while this polymorph is active. Unlike creature weapons, this item will be displayed in the game, both as a 3D model in the creature's hand and as a 2D image on the character sheet. (While players can examine this item to see its properties, they cannot unequip it.)

The weapon can be disarmed and apparently goes into the polymoprhed creatures inventory (but can't be sold or dropped still). Perhaps needs some more testing.

It does not require the relevant feats - these requirements are bypassed. In fact even the size of the weapon is bypassed - a dagger armed Giant or a halberd wielding Halfing are possible.

If set then CreatureWeapon1, CreatureWeapon2 and CreatureWeapon3 columns are ignored.

STR17IntegerThe base strength acquired while this polymorph is active (set to this value, whether the target has a higher or lower value). If blank **** the targets strength still has racial modifiers removed (eg; Half-Orcs go down by 2 strength)
CON****IntegerThe base constitution acquired while this polymorph is active (set to this value, whether the target has a higher or lower value). If blank **** the targets constitution still has racial modifiers removed (eg; Dwarves go down by 2 constitution)
DEX20IntegerThe base dexterity acquired while this polymorph is active (set to this value, whether the target has a higher or lower value). If blank the *** targets dexterity still has racial modifiers removed (eg; Elves go down by 2 dexterity)
NATURALACBONUS12IntegerThe bonus to armor class gained while this polymorph is active. Despite the column name, this is a dodge bonus.
HPBONUS30IntegerThe temporary hit points gained when this polymorph is applied (and lost when the polymorph ends, if not lost earlier due to damage received).
SoundSet****
Unused by the game. It would usually be an index into soundset.2da, indicating the soundset used while this polymorph is active but appears not to be used by the engine.
SPELL141spells.2da ID line

Indices into spells.2da, indicating which spells are acquired as special abilities while this polymorph is active. These will appear under "Spells" in the radial menu instead of whatever spellcasting classes the creature might have.

They have unlimited uses unless otherwise limited in the spell scripts themselves. Shifters tend to use local variables to track the uses.

SPELL2368spells.2da ID line
SPELL3523spells.2da ID line
MergeW11, 0Scripted only. If set to 1, then this polymorph's weapon will be given the item properties of whatever weapon was equipped in the main hand slot just before the polymorph takes effect. However, this only applies when there is scripting support, and is primarily only used for shifter abilities.
MergeI11, 0Scripted only. If set to 1, then this polymorph's creature skin will be given the item properties of whatever items were equipped in the ring slots, amulet slot, cloak slot, boots slot, and belt slot just before the polymorph takes effect. However, this only applies when there is scripting support, and is primarily only used for shifter abilities.
MergeA11, 0Scripted only. If set to 1, then this polymorph's creature skin will be given the item properties of whatever items were equipped in the armor and helmet slots, as well as whatever shield was equipped, just before the polymorph takes effect. However, this only applies when there is scripting support, as is found for druid and shifter feats.

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