View Full Version : spells.2da --> new force powers
03-14-2004, 03:38 AM
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
03-14-2004, 02:46 PM
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)
guardian: the level required before this class can choose spell
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
casthandvisual: effect after conjuration
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)
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
forbiditemmask: whether spell can be used with armor (0x0 for yes, 0x3F for no)
hostilesetting:boolean specifying whether NPC should consider this hostile spell
03-14-2004, 06:59 PM
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.
03-14-2004, 08:34 PM
wow thanks for the help, time to get started
03-14-2004, 08:42 PM
forcepassive are feats or powers that are active all the time. reguireitem mask is the armor needed for the spell to work.
03-14-2004, 09:05 PM
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?
03-20-2004, 05:25 PM
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.
03-21-2004, 12:47 AM
I know I've always hated not being able to search through the dialog.tlk file. So I wrote a homemade dialog.tlk editor. More details are in this thread (http://www.lucasforums.com/showthread.php?s=&threadid=125370).
vBulletin®, Copyright ©2000-2015, Jelsoft Enterprises Ltd.