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Column | Example Contents | Valid Values | Description and Notes |
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Label | AnimalEmpathy | Any text | 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 ( _ ). |
Name | 269 | Dialog.tlk reference | The skills name, as shown in game and the toolset This column is what the character sheet uses to order skills. You can setup a custom order using Custom Tokens. |
Description | 344 | Dialog.tlk reference | The skills description, show in on the character sheet and at level up |
Icon | isk_aniemp | Icon texture resref | |
Untrained | 0 | 1 - Untrained - can be used with no skill ranks 0 - Trained - requires skill ranks | Skills such as "Open Lock" require training - this means using the skill at 0 ranks (the amount done at level up screens, not those bonuses from items/ability scores) cannot be used. |
KeyAbility | CHA | STR, DEX, CON, INT, WIS, CHA | Ability score that is associated with this skill and grants bonuses to it. There are hardcoded penalties applied to Strength and Dexterity based skills automatically when blinded; it is in ruleset.2da as BLIND_PENALTY_TO_SKILL_CHECK and is set to a default of 4. |
ArmorCheckPenalty | 0 | 1 - Has armor check penalty 0 - Has no armor check penalty | When armor is equipped it provides a penalty to skills with this set to 1, for instance Full Plate has -8. Usually it is only dexterity based skills (the exception being Open Lock and Ride in the default skills.2da) |
AllClassesCanUse | 0 | 1 - All classes can use this skill (put points into it during levelup) 0 - Only specific classes can put points into it | This does not determine what skills cost more, just what skills can absolutely not be chosen unless allowed by classes.2da. For instance Perform is strictly a Bard skill, no other class can pick points in it. |
Category | **** | categories.2da value or **** | The default game does not specify a category for any skill. It'd only make sense for hardcoded active-use skills such as Animal Empathy, Heal, Parry or Taunt. It is unlikely it works well or at all however if categories are assigned to them. If you want to make use of these skills by the NPC it is recommended to use ActionUseSkill or ActionUseItemOnObject. |
MaxCR | 1 | **** or integer | Would be, if the talent system wasn't an undocumented hardcoded mess, work with the Category. Since no skill has a category this is essentially ignored, and for custom skills is unusable anyway. |
Constant | SKILL_ANIMAL_EMPATHY | Any text | Unused by the game or toolset just a builder reference. Makes sense to have a constant name as per nwscript.nss or an include file however. |
HostileSkill | 1 | 1 or 0 | Only used by active skills (see section above). |
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