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This article covers the layout of the file; for the default contents, see iprp_damagecost.2da (contents).

The iprp_damagecost.2da file is the .2da file that defines the various damage bonus amounts available for an item property. (The available damage types for the bonus are defined in iprp_damagetype.2da.)

Columns of iprp_damagecost.2da
Name Description
ID (no actual name) Row numbers for the benefit of human readers. The game engine ignores the value in this field, instead generating sequential row numbers as the file is read. It is good practice to keep the entries in this field sequentially numbered to avoid confusion.
Name A StringRef indicating how this amount should be shown to a player, for example "1d8 Damage".
Label A descriptive name for this row for the benefit of human readers. The game ignores the value of this column.
Cost A numeric value. The standard values range from 0.15 to 4.75.
NumDice The number of dice to roll for this damage bonus. Non-random bonuses have this set to 0.
Die The number of sides on the dice to roll for this damage bonus. Non-random bonuses have this set to the bonus amount.
Rank An integer indicating the relative power of this bonus. This is used to resolve the non-stacking of damage bonuses of the same type. An item property with a higher Rank is used in preference to one with a lower Rank.
GameString A StringRef indicating the amount of the bonus, for example "2d8" or "+6".
VFX Set to 1 if this item property should cause a visual effect to be rendered on the weapon; 0 if not. (BioWare set this to 1 for the bonuses of Rank 5 and up.)