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spells.2da --> new force powers


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recently i was looking over gameunlimited's force replication mod to see how it was done. in that thread he went over briefly the jist of what is involved in creating a new force power, stating that editing spells.2da and editing scripts.

 

i need to know what the different columns in spells.2da do. some of them are pretty obvious, but others i have no clue on. does anyone know of a list of what each collumn in spells.2da is? that would be very useful to me

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This is from the note I kept for myself. The descriptions are taken from various NWN pages, forums, or from my own experimentations. Some of these I have only a vague idea about, some I have no clue; some columns may not even be used in swkotor. Only experiments will tell I guess. Any corrections or additions to the list would be appreciated.

 

label: name of spell

name: StrRef for spell name in dialog.tlk

spelldesc: StrRef for spell description in dialog.tlk

forcepoints: forcepoints used in casting this spell

goodevil: G or E

usertype: type of spell (1=spell, 2=NPC ability,3=feat,4=item power) [used by AI scripts]

prerequisites: row of prerequisite spell(s)

masterspell: ??

guardian: the level required before this class can choose spell

consular: ditto

sentinel: ditto

inate: ditto for creatures with inate ability

maxcr: AI controlled creatures with challenge rating below this number will not use spell

category: bitmask for AI talent category

range: range of spell (P=self,T=touch,S=Short,M=medium,L=long)

iconresref: name of .tga file for spell icon

impactscript: script to run for spell effects

conjtime: spell invoking time in ms

conjanim: animation for character invoking spells(hand,throw,dark,up)

conjheadvisual: xx visual effect over head of caster

conjhandvisual: xx visual effect between hands of caster

conjgrndvisual: xx visual effect to ground around caster

conjsoundvfx: xx sound effects that play when invoking spells

conjsoundmale: xx sound effect of chanting spell

conjsoundfemale: xx ditto

castanim: pose of caster after finishing spell(self,jump,throw,dark,up,monster)

casttime: time in ms caster stays in castanim pose

castheadvisual: xxx

casthandvisual: effect after conjuration

castgrndvisual: ???

castsound: sound after casting

catchtime: time in ms needed to catch (lightsaber)

catchanim: animation to play when catching (lightsaber)

proj: boolean signifying whether there is a projectile from caster to target

projmodel:model of projectile

projtype: physics of projectile

projspwnpoint: where projectile starts from caster

projsound sound of projectile

projorientation: orientation of projectile (path)

immunitytype: type of immunity needed to ignore spell effects

itemimmunity: boolean specifying whether items are immune to this spell

forcehostile: icon order in the hostile force list that appear over enemies

forcefriendly: icon order in buff list (if >1 spells have same number,one with higher force priority is the one displayed)

forcepassive: ??

forcepriority: column number where force appear in during GUI levelup selection

dark_recom: priority for autolevel-up force selection for dark side

light_recom: ditto for light side

exclusion: ???

requireitemmask: ???

forbiditemmask: whether spell can be used with armor (0x0 for yes, 0x3F for no)

pips: ???

itemtargeting: ???

hostilesetting:boolean specifying whether NPC should consider this hostile spell

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Just one important addition to the list that I used when I was making the FOrce Replication mod:

 

pips: Insert either 1,2, or 3 here. This shows the location of the force spell in the level up screen. 1 for the first skill and 3 for the rightmost last skill.

 

If you want to start making a basic force power to test out things first, I recommend you to copy a similar force and paste it into a new row. Then change the following basic columns: impactscript, forcehostile or force friendly, and pips.

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ok, so i tried editing dialog.tlk to give the force powers custom names and descriptions, and told spells.2da to point to the names and descriptions in dialog.tlk, and nothing happens the name and description areas are totally blank, is there somthing im missing?

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I have been using the "Neverwinter Nights" TLK Editor 1.1 (this version allows additions to the dialog.tlk).

I do not have the url location but it can be found at Biowares NWN site.

Run it and open up dialog.tlk in main SWKOTOR folder.

At the right bottom of screen hit "NEW" and enter the next number after the last " i.e. should be around 49245 - sooo make it 49246. Put in your description. Save the file.

Point to the new descrion ID you made.

I have extensively modified my dialog.tlk for all my special made items and it works great.

 

p.s. If you look for the Talkdump program (same site) you can convert the dialog.tlk to a text file - I found it very usefull to "find" something in wordpad etc. instead of trying to wade through the file. Just find your string and it points to the id number it is in...

 

Hope this helps.

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