Nwn 2da files




















The server uses this as well as the client to check for validity with script commands changing them. Yes Yes Yes Unknown Needs testing but likely 0 - as other parts are. Every spellcaster needs this. Note in EE that spellcasters are typically limited to level 40 in the engine. This file can be extended but some lines are hardcoded. See creaturespeed. Links to ini files that load items and stat changes onto the creature blueprint.

No No Yes Unknown Needs testing. Solely for Toolset usage. Most cursors in the game are hardcoded and for the scripting OnPlayerTarget event you can set your own unrelated to this 2da. Yes No Yes Likely Needs testing. No Yes No Hardcoded The amount of damage types is hardcoded.

Only is loaded if the ArmorType column of appearancesndset. Yes No No Unknown Needs testing. Yes Yes No Hardcoded The amount of difficulty options and what options are editable is hardcoded.

Clients are sent completed effects, not the information loaded in this file, except the name used On Hit item properties most likely.

Yes Yes No 0 - likely Needs testing. Clients will load it for most likely the sound reference. Previously all effect icons were hardcoded but the network traffic to send them limits the number. Line 0 is invalid. Used by servers for a multiplier on the "difficulty", and in toolset to set the difficulty. No Yes Yes Unknown Needs testing.

Not sure if more can be added. Client uses this to show the amount you can carry. Server it is used where the speed is worked out. Rows go up to but potentially could be extended. May be hardcoded. Clients and toolset is just for showing numbers. Both options are the same, clients say it loads but is it used for anything? Probably not. It is also probably not worth altering this since If you know maybe post it here!

Yes but not used? Yes No Hardcoded The entries here are hardcoded. No Yes No 41 Line 41 is actually making level 40 the highest. EE has some bugs if you go over 40 levels for PCs around spellcasting. Yes Yes Yes 0 - uint16 used in network however not recommended to go over 32K even if 65, is absolute maximum. No Yes No Hardcoded The amount of lines are hardcoded, although perhaps you can alter bits of it, it may break something. Get2DAString if needed. Used for clients to show at levelup, and servers to load the right resref.

Toolset doesn't load it since NPCs have these settings wiped. Server just sends the column ID number to the client to find the file to play. Yes Yes Yes Hardcoded Number of abilities are hardcoded in the engine. Resref of the "unlimited ammo" to equip depending on if arrow, bolt or bullet.

Yes Yes Yes Unknown Looks like more could be added. Is simply 1, 2, 3, 4, 5 with TLK strings "Amount: 1", etc. It is used for any property which has no cost table value for it. How does it work out the cost? Very confusing I know. Yes Yes Yes Leave alone Leave it alone blank, it might break things if edited since it's note expected to have anything in it. Used for ability score increases. Yes Yes Yes Hardcoded The amount of these is hardcoded since there is no options in this 2da for what each one is defined as.

Yes Yes Yes Unknown Additional rows can be added just needs testing. Yes Yes Yes or possibly Certainly going to line or higher works for the server end damage is done correctly but the client won't show it correctly in the character sheet because it looks up 2da line as a negative impossible.

It shows correctly on items, and higher lines are safe for NPCs to use. Yes Yes Yes Hardcoded Damage types are hardcoded in the engine, although the names can be at least altered here. Keeps the amount in the toolset managable but you can extend this to be almost any feat. Likely at least the length of feat.

Sadly these are hardcoded although the VFX lines could be altered. This property doesn't do anything in the engine and can be altered fine. It is hardcoded so should probably not be altered.

Yes Yes Yes Hardcoded These references are hardcoded, even if the 2da is used to load the correct parameter tables. The cost table determines the DC. Yes Yes Yes Hardcoded This list is hardcoded to engine values.

Add more spells to use in this property here. In itempropdef. It simply lists the poison ability damage. Otherwise hardcoded. Yes Yes Yes Hardcoded The 6 ability scores are all you're going to get. However it might be extendable, but would need a lot of testing. Likely can be extended however; has a suitable Value column to use.

Adding TLK entries to them allows them to be picked. Yes Yes Yes Hardcoded The list is hardcoded, especially since it includes things that are not usual saving throw types dummied out like Backstab and Illusion. Likely can be extended. Yes you have to add your new spells to this list to have specific immunities on item properties. Likely quite large. Yes Yes Yes 0 - 40 likely Level 40 caster level is usually the max, might be it can go up higher needs testing.

Yes Yes Yes Harccoded Spells only go from level 0 to 9. Yes Yes Yes Hardcoded Spells only go from level 0 to 9. Not just spells, but things like genades and Activate Item is defined as a "spell". Yes Yes Yes Hardcoded The spell school list is hardcoded although the name references could be changed no new ones can be added. You can add more difficulties as new columns needs full page on this. Not hardcoded but unsure of maximum lines.

Can be extended. In EE you can now define more of these and use them properly. This defines what item properties there are in the game. New ones can be added more easily in EE with ItemPropertyCustom , although they show up in the toolset fine. If you want your new item property to be usable on an item it needs adding here.

New columns can be added but most new item types reuse an existing column for ease. Can be extended with more columns too. Yes Yes Yes 0 - 59 Classes cap at 60 so no need to extend.

Yes Yes No Hardcoded Can't add more keyboard actions lightcolor. Yes Yes Yes Unknown Needs testing, would be interesting if it was expandable. Client just gets a random ID to use. Since it's not used in network traffic it doubtless can be quite high. See feat. Yes Maybe? Yes Unknown Needs testing. Button can be removed by ruleset. Can be defined as any name but this is the standard one. This is what really determines the AC of the appearance.

The float values are floored. Server sends the ID to the client since it's purely model related. Yes No Yes 0 - 20 Needs fully testing but there is a limit of 20 constants in nwscript. Server just sends the right ID line to the client to load the sound. On Hit variant is just pure ability damage.

No Yes No Unknown Needs testing. Users can use their own portraits given ruleset. Field is stored as WORD 0 to If in this list and the tickbox "Show Pregenreated Characters" is unticked they disappear as they're filtered out. With EE not sure if they can be dramatically increased or not.

Yes No No Hardcoded The line references look to be hardcoded engine references. Yes No No Unknown Likely same limit as visualeffects. No Yes No Hardcoded Range types are hardcoded to engine values; don't bother editing this even if they appear fine in the toolset.

Tiles related? No No Yes Hardcoded Hardcoded standard faction list restduration. Yes Yes Yes Hardcoded All values are hardcoded to particular lines of course. Note that many lines are hardcoded eg; Parry and new skills will be missing relevant skill increasing feats eg; Skill Focus. May only affect the "Untrained" column however? The first column of each row is supposed to be the row number, which is information that humans tend to find important, but that the game ignores.

The game counts rows as it reads the file, so it has no need for explicit row numbers. There is no column heading for this first column. The remaining columns contain the interesting data. When editing a. When the file is read by the game, any space character will start a new column, unless it is inside a quoted column. Numerous efforts at custom content have run awry of this when someone accidentally starts a new column by including a space in, for example, a descriptive label column.

Another possibility is to include the entire column in double quotes ". For example, if a label were to express that something is a dire badger, it could be included in a.

BioWare almost exclusively uses the former technique underscores. NWNWiki Explore. Main Page All Pages Community. Information to follow, but in essence, list the file name and an appropriate TLK or sometimes "Quoted Name" reference to see the option in the toolset, and it sort itself in game.

It should be you can still set the track using script commands or GFF edits since they refer to just a ID number.

Can be used as both ambient music and battle music tracks - a good use for ambient music is "final boss levels" or "battlefields" where the entire area is for battle. It keeps it continuous track going helpfully. These help load the right sounds - else you'll be looking through literally thousands if you select "All Resources" which is the only way the toolset can load a sound effect, say, named "sound.

There may be some files in the default game which don't come under these naming conventions, selecting the "Blank" category can show them all. The WAV settings are pretty simple. There are not any real options to export it, and an example is below:. There should be no need to encode any special headers, there are various WAV types - but seriously - why would you use this over a well encoded MP3 file anyway?

Please don't use WAV files nowadays. MP3s are generally more sensible since it saves a lot of space. It appears NWN likes constant bitrates of kbps or lower. Some of the original game ones are for instance 96kbps. It is recommended in modern times to just use kbps. Remember to add BMU V1. BMU extension where this info is assumed. These are for music and ambient tracks only it seems.

Mono is needed for usual sound and voice files the game does positional audio for where it will come from. This is likely the most used filetype for sound effects.

It should work in all cases WAV works, but this author hasn't tested every single sound playing instance eg; footsteps, or weapon sounds. If it is a case that WAV is needed in any particular place in the game update this with a warning and list of cases. Evaluate Confluence today. Neverwinter Nights 1: EE. Page tree.



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