Feat.2da
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The feat.2da file controls the available feats that are included in the game. It specifies any restrictions the feat has, any scripts that are fired on use, and any other information governing the use of the feat. Refer to Feat.2da (table) for a layout of the actual file.
Column Descriptions
Column name | Description |
ID {no actual header} | Sequentially numbered. This field identifies the item property to the game engine. The game engine actually ignores the value in this field and sequentially numbers the records as it reads them, so it is good practice to keep the entries in this field sequentially numbered to avoid confusion. |
Label | A text value identifying the feat associated with the item property. 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 ( _ ). |
Feat | A StringRef indicating the name of the feat, which will be displayed in the game. |
Description | A StringRef indicating the description of the feat, which will be displayed in the game. |
Icon | The value of this field is the filename of the tga file that is the icon for this feat. It is usually prefixed as ife_, for icon feat, followed by an abbreviation of the feat name. The total length of this name must be 16 characters or less. |
MINATTACKBONUS | The minimum attack bonus a character must have to be able to select this feat. |
MINSTR | The minimum strengthability score a character must have to be able to select this feat. |
MINDEX | The minimum dexterity ability score a character must have to be able to select this feat. |
MININT | The minimum intelligence ability score a character must have to be able to select this feat. |
MINWIS | The minimum wisdom ability score a character must have to be able to select this feat. |
MINCON | The minimum constitution ability score a character must have to be able to select this feat. |
MINCHA | The minimum charisma ability score a character must have to be able to select this feat. |
MINSPELLLVL | The minimum spell level a spellcasting character must be able to cast in order to select this feat. |
PREREQFEAT1 | If this feat requires another feat to be selected before this one may be chosen, the ID number of the required feat will be in this column. The character must have this prior feat. |
PREREQFEAT2 | Same as PREREQFEAT1. |
GAINMULTIPLE | Value of 0 (false) or 1 (true). Determines whether or not the feat may be gained multiple times. |
EFFECTSSTACK | Value of 0 (false) or 1 (true). Determines whether the effects of this feat stack with effects of the same type. |
ALLCLASSESCANUSE | Value of 0 (false) or 1 (true). Determines whether all classes can use this feat or not. If 0 (not), the appropriate class feat 2da files (cls_feat_*) determine whether or not this feat is available to the character. |
CATEGORY | This determines how the AI treats this feat. It is an ID value in categories.2da. |
MAXCR | The maximum challenge rating a character may have to be able to select this feat. (According to BioWare's documentation [1], this is not used.) |
SPELLID | The ID number in spells.2da for the equivalent spell script to run for this feat, if it needs one. |
SUCCESSOR | The ID number of the feat which follows this feat. For example, the Disarm feat has the ID number of Improved Disarm in this column. |
CRValue | The weight of a feat in the CR calculations. |
USESPERDAY | The number of times per day this feat may be used. A value of **** is unlimited. |
MASTERFEAT | This number references masterfeats.2da. The master feat is used when a feat falls into a subcategory, such as the way "improved critical (longsword)" is a subcategory of improved critical. |
TARGETSELF | Value 0 (false) or 1 (true). Determines whether this feat targets the character using the feat. |
OrReqFeat0 | Similar to the PREREQFEAT columns above, this is the ID of a required feat the character needs to be able to select this feat. This column works with the other OrReqFeat columns in that the character is only required to have ONE of the feats specified in these columns. Used in conjunction with the PREREQFEAT columns, one can specify that a character must have feat x (PREREQFEAT) and one of feats y or z (OrReqFeat). |
OrReqFeat1 | Same as OrReqFeat0. |
OrReqFeat2 | Same as OrReqFeat0. |
OrReqFeat3 | Same as OrReqFeat0. |
OrReqFeat4 | Same as OrReqFeat0. |
REQSKILL | The ID value in skills.2da of a required skill the character must have to be able to select this feat. |
ReqSkillMinRanks | The minimum number of ranks the character must have of REQSKILL to be able to select this feat. |
REQSKILL2 | The ID value in skills.2da of a required skill the character must have to be able to select this feat. |
ReqSkillMinRanks2 | The minimum number of ranks the character must have of REQSKILL2 to be able to select this feat. |
Constant | The name of the script constant used to represent this feat in scripts. It is usually a combination of FEAT_ + the value of the LABEL column. Constants are actually defined either in nwscript.nss or another script file. The constant name in this field has no bearing on any scripts, and is probably for reference purposes only. |
TOOLSCATEGORIES | This is a hardcoded value used by the Toolset. It sets the category of the feat when using the "filter feats by category" option in the Toolset. 1 = combat feat; 2 = active combat feat; 3 = defensive feat; 4 = magical feat; and 5 = other. |
HostileFeat | Value 0 (false) or 1 (true). Determines whether the use of this feat is considered as a hostile act. |
MinLevel | The minimum level a character must have to be able to take this feat. Works with MinLevelClass. |
MinLevelClass | The ID value of the corresponding class from classes.2da the character must have MinLevel levels in. |
MaxLevel | The maximum character level allowed a character to be able to select this feat. |
MinFortSave | The minimum fortitudesaving throw bonus a character must have to be able to select this feat. |
PreReqEpic | Indicates if only epic characters can choose this feat. A value of 1 indicates epic-only, while 0 indicates no such requirement. |
ReqAction |
How to create sub radials like wildshape
With HotU, we move the handling of subradial feats from hardcoded to 2da. This is a short tutorial on how to do a subradial feat, as it is not as trivial as adding just a normal feat
Steps
- Enter the feat in the class feat 2DA as normal.
- Create the master feat in Feats.2da. Set the SPELLID to be the spell number of the master spell.
- Create the master spell in Spells.2da. Set the SubRadSpell1-5 numbers to point to the sub spells for the feat.
- Set the FEATID on each of the subspells as follows: (65536 * subfeat) + feat ID. The top 16 bits is used for subfeat, the bottom for feat.
Basically any feat that uses a spell that has subspells listed will be turned into a radial menu.
Subfeat number selection is up to you, I would suggest starting around 5000 or so and going up from there. Current internal subfeat numbers go from 1000 to about 1012, avoid those.