Neverwinter Nights > Script Request
Using 2da Files Instead of Constants
420:
Bioware didn't bother to update the list of pre-defined constants in nwscript when they expanded the .2da files for epic levels in HotU. So, here is a quick run-down on how to use the 2da files to access the missing constants.
First, you must get access to the 2da files. While you can use NWN Explorer and dig around in NWN\data\xp2patch.bif under "Game Data" it's much easier to just download the current full 2da source files from this link (at the bottom): Neverwinter Nights Miscellaneous Files.
Now to address this problem:
--- Quote from: Ser Red Ronnet Connington on April 15, 2008, 12:30:18 PM ---what i would like to know is, is it possible for standard nwnscript to handle adding up to 20 damage to an item? They dont seem to have the constants for a damage type of 20. While it also seems maxed at 10.
--- End quote ---
Open up iprp_damagecost.2da:
--- Code: ---2DA V2.0
Name Label Cost NumDice Die Rank GameString VFX
0 **** Random 0 **** **** **** **** 0
1 1035 1 0.15 0 1 1 **** 0
2 1036 2 0.25 0 2 2 **** 0
3 1037 3 0.5 0 3 4 **** 0
4 1038 4 0.75 0 4 6 **** 1
5 1039 5 1 0 5 8 **** 1
6 1040 1d4 0.25 1 4 3 58314 0
7 1041 1d6 0.4 1 6 5 58315 1
8 1042 1d8 0.65 1 8 7 58316 1
9 1043 1d10 0.75 1 10 9 58317 1
10 1044 2d6 0.85 2 6 14 58318 1
11 83572 2d8 0.95 2 8 17 83571 1
12 83592 2d4 0.75 2 4 10 83595 1
13 83590 2d10 1.75 2 10 19 83594 1
14 83591 1d12 1.5 1 12 12 83596 1
15 83598 2d12 2 2 12 20 83597 1
16 83585 6 1.25 0 6 11 84297 1
17 83586 7 1.50 0 7 13 84298 1
18 83587 8 1.75 0 8 15 84299 1
19 83588 9 2 0 9 16 84300 1
20 83589 10 2.25 0 10 18 84301 1
21 84251 11 2.50 0 11 20 84302 1
22 84252 12 2.75 0 12 21 84303 1
23 84253 13 3.00 0 13 22 84304 1
24 84254 14 3.25 0 14 23 84305 1
25 84255 15 3.50 0 15 24 84306 1
26 84256 16 3.75 0 16 25 84307 1
27 84257 17 4.00 0 17 26 84308 1
28 84258 18 4.25 0 18 27 84309 1
29 84259 19 4.50 0 19 28 84310 1
30 84260 20 4.75 0 20 29 84311 1
--- End code ---
You only need to look at the first column which is the actual numeric value of the constant and the corresponding damage amount under the "Label" column.
For example the following three lines are the same code:
--- Quote ---//Using pre-defined constants
ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_ACID, IP_CONST_DAMAGEBONUS_1d6);
//Using value from iprp_damagecost.2da
ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_ACID, 7);
//Using value from iprp_damagetype.2da and iprp_damagecost.2da
ItemPropertyDamageBonus(6, 7);
--- End quote ---
So, to make the damage 20 you'd replace the 7 in the above example with 30.
-420
Ser Red Ronnet Connington:
Cheers I was using 40, thinking if 20 was giving me 10, then 40 would give me 20. Il try 30 now and it should work. btw what script handles the skill checks, such as hide vs spot, taunt vs conc?
Ser Red Ronnet Connington:
How would one add mighty 20, to an item?
420:
--- Quote from: Ser Red Ronnet Connington on April 15, 2008, 04:00:59 PM ---How would one add mighty 20, to an item?
--- End quote ---
ItemPropertyMaxRangeStrengthMod(int nModifier)
where the int is 1-20
I'll look into the skill checks and get back to you. I believe it is all hard coded but I'm not sure.
-420
420:
--- Quote from: Ser Red Ronnet Connington on April 15, 2008, 03:19:14 PM ---btw what script handles the skill checks, such as hide vs spot, taunt vs conc?
--- End quote ---
I looked into this, turns out that those kind of skill checks are hard coded (meaning they are handled by the game engine and not by scripts). You may be able to intercept and alter the checks using NWNX.
-420
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