Effects.2da

Effects are used all over the place in Jade Empire's 2das. And this 2da is where they're all defined. That makes this one a central hub to which you will return again and again. And so this page will not only explain the 2da itself, but also comment each and every effect (or at least the tested ones). Note however that the game makes a clear distinction between effects and visual effects. The visual effects are defined in and - more importantly - in.

A lot of effects need further definition. EFFECT_DEBILITATION e.g. knows many variations and is further defined in. So whenever you want to use a debilitating effect you have to specify two values: the row from effects.2da that defines EFFECT_DEBILITATION and the row from debilitation.2da that contains the details.

But there's not always an entire 2da devoted to a single effect. Some 2das - statbattery.2da e.g. - provide details for multiple effects. And so the row values from are already entered in effects.2da. That means you only need a single value - the row from effects.2da - to specify these effects.

A note on Drunk Effects
At some early stage of the game there seem to have been plans for lots of drunk effects: drunk speaking, drunk walking, etc. There also seems to have been an entire combat system arranged around drunk effects. Fortunately the developers decide to scrap all of this, but traces in a number of 2das remained behind.

Using Effects in Scripts
The constructor for most of these effects is :

Some effects however are used so frequently that they have their own constructors:

Style Effects
Style modifying effects cannot be used directly in scripts. Use  instead.

Duration Types
You do not need to specify the duration type of effects in most of the 2das, but when you use scripting functions such as Create2DAEffect you must use the duration type effects.2a dictates. The possible values for duration types are identical to the DURATION_TYPE constants in nwscript.nss: