In NWNEE this now defines the damage types. It is related to damagetypegroups.2da and damagehitvisual.2da
The original entries are mostly hardcoded:
For a tutorial on this see Creating Custom Damage Types. There are some additional things you can do with ammo in later patches as well.
| Column Name | Example | Valid Values | Description |
|---|---|---|---|
| Label | Acid | Text | Human readable label. Not used by the engine - must supply TLK numbers in this and other files |
| CharsheetStrref | 58303 | TLK String | Must be a TLK number |
| DamageTypeGroup | 2 | Row in damagetypegroups.2da | A group is a way to aggregate multiple damage types into one in the combat log. Physical types are all in one group for instance. By default the elemental ones are separate. Can make the combat log a little less spammy or allow colour reuse. |
| DamageRangedProjectile | 1 | Linked to the column DamageRangedProjectile in ammunitiontypes.2da | This is to define the type of ranged projectile that will be used in ammuntiontypes.2da For instance you could have a "Super Acid" damage type in which case using "1" here would be fine and it will reuse the acid projectiles already in the game. If you add a new projectile you'd use this number here, eg use 6 and above for new damage types needing ranged new projectiles. |
2DA V2.0
Label CharsheetStrref DamageTypeGroup DamageRangedProjectile
0 Bludgeoning 58345 0 0
1 Piercing 58341 0 0
2 Slashing 58344 0 0
3 Magical 58302 1 0
4 Acid 58303 2 1
5 Cold 58304 3 2
6 Divine 58305 4 0
7 Electrical 58306 5 3
8 Fire 58308 6 4
9 Negative 58309 7 0
10 Positive 58310 8 0
11 Sonic 58311 9 5
12 Base 58301 0 0 |