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

The polymorph.2da file is the .2da file that defines which polymorphs are available in the game. It specifies both things intrinsic to a polymorph effect (such as the new appearance) and flags used by some (but not all) scripts that apply a polymorph effect.

Columns of polymorph.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 The name of this polymorph, for the benefit of human readers. The game ignores this value.
AppearanceType An index into appearance.2da, indicating the appearance gained while this polymorph is active.
RacialType An index into racialtypes.2da, indicating the racial type gained while this polymorph is active.
PortraitId An index into portraits.2da, indicating the portrait used while this polymorph is active.
Portrait The ResRef – minus the "po_" prefix, and minus the suffix consisting of an underscore and a letter indicating portrait size – of the portrait used while this polymorph is active. This column is ignored if PortraitId is supplied. (In fact, no standard polymorphs have a valid value in this column; they instead rely on the PortraitId column.)
CreatureWeapon1 The ResRefs of items to be equipped as creature weapons while this polymorph is active.
CreatureWeapon2
CreatureWeapon3
HideItem The ResRef of an item to be equipped as the skin item while this polymorph is active. This is the usual method for giving special defenses (like damage reduction) to a polymorph form.
EQUIPPED The ResRef of an item to be equipped in the main hand slot while this polymorph is active. Unlike creature weapons, this item will be displayed in the game, both as a 3D model in the creature's hand and as a 2D image on the character sheet. (While players can examine this item to see its properties, they cannot unequip it.)
STR The base strength acquired while this polymorph is active.
CON The base constitution acquired while this polymorph is active.
DEX The base dexterity acquired while this polymorph is active.
NATURALACBONUS The bonus to armor class gained while this polymorph is active. Despite the column name, this is a dodge bonus.
HPBONUS The temporary hit points gained when this polymorph is applied (and lost when the polymorph ends, if not lost earlier due to damage received).
SoundSet An index into soundset.2da, indicating the soundset used while this polymorph is active.
SPELL1 Indices into spells.2da, indicating which spells are acquired as special abilities while this polymorph is active. These will appear under "Spells" in the radial menu instead of whatever spellcasting classes the creature might have.
SPELL2
SPELL3
MergeW If set to 1, then this polymorph's weapon will be given the item properties of whatever weapon was equipped in the main hand slot just before the polymorph takes effect. However, this only applies when there is scripting support, and is primarily only used for shifter abilities.
MergeI If set to 1, then this polymorph's creature skin will be given the item properties of whatever items were equipped in the ring slots, amulet slot, cloak slot, boots slot, and belt slot just before the polymorph takes effect. However, this only applies when there is scripting support, and is primarily only used for shifter abilities.
MergeA If set to 1, then this polymorph's creature skin will be given the item properties of whatever items were equipped in the armor and helmet slots, as well as whatever shield was equipped, just before the polymorph takes effect. However, this only applies when there is scripting support, as is found for druid and shifter feats.

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