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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.

Column DescriptionsEdit

Column nameDescription
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.
LabelA 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 ( _ ).
FeatA StringRef indicating the name of the feat, which will be displayed in the game.
DescriptionA StringRef indicating the description of the feat, which will be displayed in the game.
IconThe 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.
MINATTACKBONUSThe minimum attack bonus a character must have to be able to select this feat.
MINSTRThe minimum strength ability score a character must have to be able to select this feat.
MINDEXThe minimum dexterity ability score a character must have to be able to select this feat.
MININTThe minimum intelligence ability score a character must have to be able to select this feat.
MINWISThe minimum wisdom ability score a character must have to be able to select this feat.
MINCONThe minimum constitution ability score a character must have to be able to select this feat.
MINCHAThe minimum charisma ability score a character must have to be able to select this feat.
MINSPELLLVLThe minimum spell level a spellcasting character must be able to cast in order to select this feat.
MINCASTERLVLThe minimum caster level a character must have to be able to select this feat, it is unclear at this time if this column is fully functional for the Warlock class.
PREREQFEAT1If 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.
PREREQFEAT2Same as PREREQFEAT1.
GAINMULTIPLEValue of 0 (false) or 1 (true). Determines whether or not the feat may be gained multiple times.
EFFECTSSTACKValue of 0 (false) or 1 (true). Determines whether the effects of this feat stack with effects of the same type.
ALLCLASSESCANUSEValue 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.
CATEGORYThis determines how the AI treats this feat. It is an ID value in categories.2da.
MAXCRThe maximum challenge rating a character may have to be able to select this feat.
SPELLIDThe ID number in spells.2da for the equivalent spell script to run for this feat, if it needs one.
SUCCESSORThe ID number of the feat which follows this feat. For example, the Disarm feat has the ID number of Improved Disarm in this column.
CRValueDEPRECATED: not currently used in the NWN2 engine. (Used in creature CR calculations.)
USESPERDAYThe number of times per day this feat may be used. A value of **** is unlimited.
USESMAPFEATIf this feat uses another feat to determine the number of uses per day it has, the ID number of the required feat will be in this column. **** if the feat does not reference another feat.
MASTERFEATThis referrences the overarching feat in the [masterfeats.2da] file.
TARGETSELFValue 0 (false) or 1 (true). Determines whether this feat targets the character using the feat.
OrReqFeat0Similar 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).
OrReqFeat1Same as OrReqFeat0.
OrReqFeat2Same as OrReqFeat0.
OrReqFeat3Same as OrReqFeat0.
OrReqFeat4Same as OrReqFeat0.
REQSKILLThe ID value in skills.2da of a required skill the character must have to be able to select this feat.
ReqSkillMinRanksThe minimum number of ranks the character must have of REQSKILL to be able to select this feat.
REQSKILL2The ID value in skills.2da of a required skill the character must have to be able to select this feat.
ReqSkillMinRanks2The minimum number of ranks the character must have of REQSKILL2 to be able to select this feat.
ConstantThe 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.
TOOLSCATEGORIESThe number corresponds to the type of feat it is:

0 = All Feats 1 = Combat Feats 2 = Active Combat Feats 3 = Defensive Feats 4 = Magical Feats 5 = Class/Racial Feats 6 = Other Feats Anything beyond 7 messes up the toolset

HostileFeatValue 0 (false) or 1 (true). Determines whether the use of this feat is considered as a hostile act.
MinLevelThe minimum level a character must have to be able to take this feat. Works with MinLevelClass.
MinLevelClassThe ID value of the corresponding class from classes.2da the character must have MinLevel levels in.
MaxLevelThe maximum character level allowed a character to be able to select this feat.
MinFortSaveThe minimum fortitude saving throw bonus a character must have to be able to select this feat.
PreReqEpic1 if the feat is only available to epic level characters, 0 otherwise.
FeatCategoryOne of *_FT_CAT, of special note are HISTORY_FT_CAT, which are ignored by the Enforce Legal Character game option.
IsActive1 if the feat requires activatation, 0 if the feat is passive/permanently active.
IsPersistentIf 1, the feat automatically calls the spell attached to it (defined in the SpellID) whenever the character is loaded, rests, finishes leveling up, respawns, or transitions (module or area). See the Paladin Aura of Courage (NW_S2_CourageA.nss, NW_S2_CourageAA.nss, & NW_S2_CourageAB.nss). The feat does not need to be active, but it should be, preferably, self-targeting.
ToggleModeA reference to a row combatmodes.2da.
CooldownThe cooldown time in seconds between uses of this feat. If you wish to use cooldown on a custom feat, set the USESPERDAY entry to -1.
DMFeatIf 1, a DM character will be automatically granted this feat when they enter the game.
REMOVEDIf 1, the feat is "removed" from the game and will not show up as a valid feat to be selected or granted. If 0, the feat is in the game and recognized by the engine.
AlignRestrictPrevents a character of a particular alignment group from being able to take this feat. 2 = Non-Law, 3 = Non-Chaos, 4 = Non-Good, 5 = Non-Evil.
ImmunityTypeGenerally ****, the 2 known exceptions are 'Non_Spirit' and 'Knockdown'.
InstantAdded in patch 1.23. When the column IsActive is set to one, this column determines if the feat executes in the action queue or bypasses it and activates instantly. Set this column to one to make it instant.

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