You are viewing an old version of this page. View the current version.

Compare with Current View Page History

Version 1 Next »

iprp_saveelement.2da is used to specify specific save bonuses for ItemPropertyBonusSavingThrowVsX and ItemPropertyReducedSavingThrowVsX.

2da Missing Items

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.

Note Backstab and Illusion will do nothing.

The 2da rows are hardcoded but these are helpfully already labelled. Not having a TLK reference means it won't load it properly. To fix it use this example fixed file using existing valid TLK entries.

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         5563   Traps            0.4    
17         10566  Spells           0.75   
18         5621   Law              0.4    
19         5612   Chaos            0.4    
20         5618   Good             0.4    
21         5616   Evil             0.4

2da Hardcoded Limitations

Even if more entries are added the engine will essentially ignore them. If you add new rows they might appear and be selectable but they'd only do something if there were scripted elements. So adding a saving throw vs. "Fairy Spells" you'd have to manually code it in somehow (or use NWNX perhaps) if the game loads it at all.

To be honest adding a new item property in NWN:EE is a lot easier with ItemPropertyCustom (if scripted) or in the toolset, and more reliable/safer, and you could even name it the same way for the user.

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


2da Contents

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    

  • No labels