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Baseitems.2da

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The baseitems.2da file is the 2da that controls the item types that are available in the game. This is where properties such as weight, damage (for weapons), stack size, icon size, etc. are defined. Refer to baseitems.2da (table) for the contents of the actual file.

[edit] Column descriptions

Column name Description
ID (no actual header) Sequentially numbered. This field identifies the base item to humans reading the file. (The game engine ignores the value in this field, sequentially numbers the records as it reads them, and uses this generated number to identify the base item.) It is good practice to keep the entries in this field sequentially numbered to avoid confusion.
Name A StringRef that indicates the name of the base item, as displayed in the game. If this entry is "****" then the "label" column will be used instead.
label A descriptive name for the current row. Typically, this is for the reference of the human reading the file, but it will be displayed in the game if the "Name" column is "****". As with any column, spaces should be avoided, possibly converted to underscores.
InvSlotWidth The number of horizontal squares occupied by this item's icon in the inventory panel.
InvSlotHeight The number of vertical squares occupied by this item's icon in the inventory panel.
EquipableSlots A bit flag indicating the inventory slots into which this item can be placed. See the slot table below for details.
CanRotateIcon
ModelType A code indicating how much the look of this item can be customized.

0 = a simple item (can only select an icon/model pair);
1 = a colored item, e.g. cloaks and helms (can additionally select colors);
2 = a configurable item, e.g. weapons (select three item parts instead of an overall model);
3 = armor.

ItemClass Name of the item's model.
GenderSpecific Indicates if the item changes appearance based on the gender of the possessor. 0 = no change; 1 = changes.
Part1EnvMap Indicates how the alpha channel for model part 1 is used. 0 = transparency; 1 = reflectiveness.
Part2EnvMap Indicates how the alpha channel for model part 2 is used. 0 = transparency; 1 = reflectiveness. (Only used for model type "2" items.)
Part3EnvMap Indicates how the alpha channel for model part 3 is used. 0 = transparency; 1 = reflectiveness. (Only used for model type "2" items.)
DefaultModel The model used when the item is lying on the ground.
DefaultIcon
Container Indicates if this item can contain other items, like a bag. 0 = not a container; 1 = is a container.
WeaponWield Indicates which animation set is used when this item is wielded (equipped) in one of the weapon slots.

0 = standard one-handed weapon;
1 = not wieldable;
4 = two-handed weapon;
5 = bow;
6 = crossbow;
7 = shield;
8 = double-sided weapon;
9 = creature weapon;
10 = dart or sling;
11 = shuriken or throwing axe.

WeaponType The type of damage inflicted by this weapon (item). 1 = piercing; 2 = bludgeoning; 3 = slashing; 4 = piercing-slashing; 5 = bludgeoning-piercing.
WeaponSize The size of this weapon (item). 1 = tiny; 2 = small; 3 = medium; 4 = large.
RangedWeapon The base item index (row of this file) of the ammunition used by this ranged weapon (item), or "****" if this item is not a ranged weapon. If this value is the current row, then this item is its own ammunition, like darts. The standard index for arrows is 20, bolts 25, and bullets 27.
PrefAttackDist The preferred distance for attacking with this weapon. (Possibly used as an aid to animations.)
MinRange Ten times the minimum number of models for each part (see "ModelType" 2) of this item.
MaxRange Ten times the maximum number of models for each part (see "ModelType" 2) of this item.
NumDice The number of dice rolled for this weapon's (item's) damage.
DieToRoll The number of sides of the dice rolled for this weapon's (item's) damage.
CritThreat The chance (out of 20) that this weapon (item) will threaten a critical hit. For example, "2" would mean two chances out of 20, for a threat range of 19-20.
CritHitMult The critical multiplier for this weapon (item).
Category
BaseCost The base value (in gold pieces) of an unenchanted item of this type.
Stacking The maximum number of this item type that can be combined (stacked) in one inventory icon. For example, most items have this set to 1, while arrows have this set to 99.
ItemMultiplier A multiplier for the base value, used after the value of enhancements is added in? Used to reduce the per-item cost of some stacked items, such as arrows.
Description A StringRef that indicates the default description for this item type. This will be used in the game for items that lack specific descriptions. It is also displayed as part of an item's properties (above the unidentified and identified descriptions) in the Toolset.
InvSoundType An index into inventorysnds.2da indicating the sound used when this item is placed (or moved) in a character's inventory.
MaxProps The maximum number of "cast spell" properties items of this type can be given when designed in the Toolset.
MinProps The minimum number of "cast spell" properties items of this type must be given when designed in the Toolset.
PropColumn A number indicating which column of itemprops.2da is used to determine what types of properties this item can have.
StorePanel A number indicating where this item can be found in a store. 0 = armor and clothing; 1 = weapons; 2 = potions and scrolls; 3 = wands and magic items; 4 = miscellaneous.
ReqFeat0 An index into feat.2da indicating a feat that grants proficiency with this item. A character must be proficient with an item in order to equip it. If this column is "****" then either all characters are automatically proficient with this item or this item is armor. (The default proficiencies are 32 = shield; 44 = exotic; 45 = martial; 46 = simple; 48 = druid; 49 = monk; 50 = rogue; and 51 = wizard. However, any feat can be used as a proficiency, if desired.)
ReqFeat1 An index into feat.2da indicating a feat that grants proficiency with this item. If not "****", this is an alternate to that in the preceding column.
ReqFeat2 An index into feat.2da indicating a feat that grants proficiency with this item. If not "****", this is an alternate to those in the preceding columns.
ReqFeat3 An index into feat.2da indicating a feat that grants proficiency with this item. If not "****", this is an alternate to those in the preceding columns.
ReqFeat4 An index into feat.2da indicating a feat that grants proficiency with this item. If not "****", this is an alternate to those in the preceding columns.
AC_Enchant The type of armor class bonus granted, if this item grants one. 0 = dodge; 1 = natural; 2 = armor; 3 = shield; 4 = deflection.
BaseAC The armor class value of this item (before enchantments). Not used for armor. (By default, this column is only set for shields.)
ArmorCheckPen The armor check penalty inherent to this item. Not used for armor. (By default, this column is only set for shields.)
BaseItemStatRef A StringRef that indicates the basic statistics of this item. This is displayed under the description when an item is examined in the game.
ChargesStarting The starting number of charges this item has by default.
RotateOnGround
TenthLBS Ten times the weight of this item in pounds.
(Prior to version 1.69, this value was divided by 256, and the remainder was used as ten times the item's weight.)
WeaponMatType An index into weaponsounds.2da indicating what sounds this weapon (item) makes when it hits an opponent.
AmmunitionType The index+1 into ammunitiontypes.2da that indicates the type of ammunition used by this weapon (item). This determines the models and sounds used during ranged attacks. 1 = arrow; 2 = bolt; 3 = bullet; 4 = dart; 5 = shuriken; 6 = throwing axe.
QBBehavior Indicates the default use when assigned to the quickbar?
ArcaneSpellFailure The percentage this item adds to the chance for arcane spell failure. Not used for armor. (By default, this column is only set for shields.)
%AnimSlashL The chance (expressed as a percentage) that a character wielding this weapon (item) will be animated as making a slash from the left during an attack.
%AnimSlashR The chance (expressed as a percentage) that a character wielding this weapon (item) will be animated as making a slash from the right during an attack.
%AnimSlashS The chance (expressed as a percentage) that a character wielding this weapon (item) will be animated as making a straight slash (from the center) during an attack.
StorePanelSort A number indicating the order in which this item will be listed in a store (within the panel indicated by the "StorePanel" column).
ILRStackSize The stack size used when calculating this item's value in regards to item level restrictions.

[edit] Column notes

The "EquipableSlots" column is a bitmask field. That is, this column contains a number — expressed in hexadecimal — that when expressed in binary (using only the digits 0 and 1), represents a string of on (1) and off (0) switches. Adding the numbers representing the switches that are on gives the number that should be in this column. This addition can be performed in hexadeimal by many calculators, including the calculator program included in Windows. (In order to do hexadecimal calculations in that program, the view needs to be switched to "Scientific" and the "Hex" radio button needs to be selected.) When entering hexadecimal values in a calculator, the initial "0x" should be omitted.

[edit] Slot table

Value Inventory slot
0x00001 Helmet
0x00002 Armor
0x00004 Boots
0x00008 Gloves
0x00010 Main hand
0x00020 Off-hand
0x00040 Cloak
0x00180 Rings
0x00200 Amulet
0x00400 Belt
0x00800 Arrow
0x01000 Bullet
0x02000 Bolt
0x1C000 Creature weapons
0x20000 Creature armor

Example: Since most melee weapons should be able to go into the main hand, off-hand, and creature weapon slots, the value of the "EquipableSlots" column would be "0x1C030".

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