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		<updated>2026-06-16T10:01:20Z</updated>
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	<entry>
		<id>http://datoolset.net/mw/index.php?title=VFX_base.xls&amp;diff=12839</id>
		<title>VFX base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=VFX_base.xls&amp;diff=12839"/>
				<updated>2010-04-08T19:09:43Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox vfx}}&lt;br /&gt;
&lt;br /&gt;
VFX will be divided into 3 parts; impact, duration, and cessation. See the [[VFX editor]]. Each VFX will have its own row in the 2DA file. Each part will have its own slot in that vfx's row. Each slot is an entry for an [[FMOD]] Event that will be the designated sound for that part of that vfx.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{2da start|VFX_base}}&lt;br /&gt;
{{2da column| Label | string | }}&lt;br /&gt;
{{2da column| Type | string | F, T or D}}&lt;br /&gt;
{{2da column| FixedOrientation | bool | }}&lt;br /&gt;
{{2da column| AlignToGround | bool | }}&lt;br /&gt;
{{2da column| ModelName | string | }}&lt;br /&gt;
{{2da column| ModelName1 | string | }}&lt;br /&gt;
{{2da column| Size1 | float | }}&lt;br /&gt;
{{2da column| ModelName2 | string | }}&lt;br /&gt;
{{2da column| Size2 | float | }}&lt;br /&gt;
{{2da column| ModelName3 | string | }}&lt;br /&gt;
{{2da column| size3 | float | }}&lt;br /&gt;
{{2da column| BlendTreeName | string | }}&lt;br /&gt;
{{2da column| CrustEffect | bool | }}&lt;br /&gt;
{{2da column| SoundImpact | string | }}&lt;br /&gt;
{{2da column| SoundImpactVolume | float | }}&lt;br /&gt;
{{2da column| SoundImpactPitch | float | }}&lt;br /&gt;
{{2da column| SoundDuration | string | }}&lt;br /&gt;
{{2da column| SoundDurationVolume | float | }}&lt;br /&gt;
{{2da column| SoundDurationPitch | float | }}&lt;br /&gt;
{{2da column| SoundCessation | string | }}&lt;br /&gt;
{{2da column| SoundCessationVolume | float | }}&lt;br /&gt;
{{2da column| SoundCessationPitch | float | }}&lt;br /&gt;
{{2da column| Tint | string | The color tinting applied to the VFX}}&lt;br /&gt;
{{2da column| LoadGlobal | int | }}&lt;br /&gt;
{{2da column| AutoId | comment | }}&lt;br /&gt;
{{2da column| Description | comment | }}&lt;br /&gt;
{{2da column| Category | comment | }}&lt;br /&gt;
{{2da column| Comment | comment | }}&lt;br /&gt;
{{2da column| PauseAnimate | bool | }}&lt;br /&gt;
{{2da column| Priority | int | }}&lt;br /&gt;
{{2da column| ShowInPaperdoll | bool | }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]][[Category:VFX]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12814</id>
		<title>ABI base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12814"/>
				<updated>2010-03-31T18:53:48Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* ABI_Base worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the 2DAs that integrate all talents and spells into the game. They set their names, icons, prerequesites, and various standard details of how they function (animations, cooldown period, etc.).&lt;br /&gt;
&lt;br /&gt;
When making abilities the best way to proceed is to copy the nearest analogous ability and then modify the specific columns you need to.&lt;br /&gt;
&lt;br /&gt;
During Dragon Age's development this file was automatically updated from an internal database. End user builders can update it manually.&lt;br /&gt;
&lt;br /&gt;
== ABI_Base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ABI_Base}}&lt;br /&gt;
{{2da column| label |string| Purely for readability, not accessed anywhere.}}&lt;br /&gt;
{{2da column| namestrref |int| String Ref ID of the name of the ability.}}&lt;br /&gt;
{{2da column| descstrref |int| String Ref ID of the description of the ability.}}&lt;br /&gt;
{{2da column| tooltipstrref |int| String Ref ID of the buff/deff format on mouse over. (Caution: Abilities with ID over 500000 is considered as debuff and will not take the format of normal buffs.) }}&lt;br /&gt;
{{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}}&lt;br /&gt;
{{2da column| icon|string| Name of the icon file, without extension.}}&lt;br /&gt;
{{2da column| abilitytype | int| See 2DA_Constants_H for what the numbers are. 1 - talent, 2 - spell, 3 - skill, 4 - item}}&lt;br /&gt;
{{2da column| abilitymode |int| }}&lt;br /&gt;
{{2da column| conditions |int| Flags that determine what conditions must be met before this ability can be used. 1 - 1h weapon, 2 - shield, 4 - ranged weapon, 8 - behind target, 16 - mode active, 32 - is humanoid, 64 - dual wielding, 128 - 2h weapon, 256 - dog, 512 - mana user}}&lt;br /&gt;
{{2da column| condition_mode | int| The ID of a modal ability that must be active before this ability can be used if Conditions is set to 16.}}&lt;br /&gt;
{{2da column| condition_group |int| This links modal abilities. Use the lowest integer of the group. Whenever one of these abilities is used it will turn off the other linked abilities. }}&lt;br /&gt;
{{2da column| cost| float| How much Mana/Stamina an ability will cost.}}&lt;br /&gt;
{{2da column| costupkeep |float| How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only)}}&lt;br /&gt;
{{2da column| prereqability |int | The ID of a prereq ability.}}&lt;br /&gt;
{{2da column| prereqlevel | int| Minimum character level to pick it up.}}&lt;br /&gt;
{{2da column| prereqattribute | int | Which attribute is a prereq for the ability. See [[properties.xls]] for what this number maps to.}}&lt;br /&gt;
{{2da column| prereqattvalue | int | The value the specified attribute has to be greater than.}}&lt;br /&gt;
{{2da column| guitype | int | This is the category that the ability is grouped into. Things like, &amp;quot;Creation&amp;quot; and &amp;quot;Primal&amp;quot;. See [[guitypes.xls]].}}&lt;br /&gt;
{{2da column| targettype | int | A bit operator which indicates which classes of targets the ability will affect. Check out the &amp;quot;_Control&amp;quot; tab of ABI_base.xls. Search for &amp;quot;Friendly Creature&amp;quot; and you'll get to the right values.}}&lt;br /&gt;
{{2da column| autotarget | int| If set to TRUE then it will automatically target a selected hostile or friendly creature. }}&lt;br /&gt;
{{2da column| range | int| Range 0 means melee (touching target), 1 close spell range (barely outside melee), 2 moderate spell range (typical cone range), 3 long spell range (edge of hostile detection range), 4+ extremely long range.}}&lt;br /&gt;
{{2da column| speed |int|  This determines how long the ability takes to activate. 0 is instant, 1 will play the chosen Cast animation. 2+ will create an interruptable cast-bar and will play the Conjure animation for it's duration. Once the cast bar finishes filling the Cast animation will be played.}}&lt;br /&gt;
{{2da column| usetype |int | Whether the ability is a passive, toggle, or instant use. 2 is toggle, 3 is passive, 4 is instant use.}}&lt;br /&gt;
{{2da column| spellscript |string| This is the script that is run when the ability is used. Includes the file extension &amp;quot;.ncs&amp;quot;.}}&lt;br /&gt;
{{2da column| cooldown | float | The ability cooldown in seconds.}}&lt;br /&gt;
{{2da column| conjurevfx | int| This is the VFX that is played during both the conjure sequence and the cast sequence of the ability. This is defined in [[VFX_base.xls]].}}&lt;br /&gt;
{{2da column| blendtree | string| Set by animators for abilities that change the default animations of a PC or party member. E.g. when you use &amp;quot;Shield Wall&amp;quot; your idle becomes a defensive crouch using your shield prominently.}}&lt;br /&gt;
{{2da column| conjureanim | int | Which animation to play during the conjure sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| castanim | int | Which animation to play during the casting sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| projectile | int |  This is the model name for projectiles. See [[PRJ_base.xls]] for the integers. 1 is a common one for arrow.}}&lt;br /&gt;
{{2da column| autocancel | int| Obsolete }}&lt;br /&gt;
{{2da column| autodraw |int| This determines how the ability handles the drawn state of weapons. 0 will ignore weapon state, 1 will force the weapon to draw before use, and 2 will force a non-staff to sheathe before use.&lt;br /&gt;
Any spell with a speed higher than 1 should have this set to 2. The sheathing animation occurs during the conjure sequence without slowing it down, and putting away the weapon will prevent clipping.}}&lt;br /&gt;
{{2da column| threat_use|float| Obsolete}}&lt;br /&gt;
{{2da column| threat_impact|float| This is the amount of threat generated by each impact. May be obsolete.}}&lt;br /&gt;
{{2da column| aoe_type|int| 1 is a circle, 2 is a cone.}}&lt;br /&gt;
{{2da column| aoe_idx|int| Defined areas of effect. Located at [[VFX_base.xls]].}}&lt;br /&gt;
{{2da column| aoe_param1 |float| Either the radius of the circle or degree arc of the cone.}}&lt;br /&gt;
{{2da column| aoe_param2 |float| Obsolete}}&lt;br /&gt;
{{2da column| vfx_impact0| int| The VFX that is used at each impact. [[VFX_base.xls]]. See [[Ability_GetImpactLocationVfxId]]}}&lt;br /&gt;
{{2da column| vfx_impact1|int| This isn't used by the engine, but can be used as a constant in the scripts if you like. Many ITEMS use this to hold their VFX id to be used in scripting. See [[Ability_GetImpactObjectVfxId]]&lt;br /&gt;
Typically used by duration-based and modal abilities to reference the crust VFX to be used.}}&lt;br /&gt;
{{2da column| flags |int|{{undocumented}} }}&lt;br /&gt;
{{2da column| showintactics| int| Set to 1 for abilities that PC or party members will want to use in the tactics system.}}&lt;br /&gt;
{{2da column| showinchargen |int| Set to 1 to allow it to show in a PC's list of available abilities. }}&lt;br /&gt;
{{2da column| passive_id |int| Refers to the ID in passive_abilities page of [[ABI_base.xls]]. }}&lt;br /&gt;
{{2da column| crust_id | int| Obsolete}}&lt;br /&gt;
{{2da column| resistance |int | {{undocumented}} }} &lt;br /&gt;
{{2da column| damageinfo | int| {{undocumented}} }}&lt;br /&gt;
{{2da column| condition_appgroup|int|{{undocumented}} }}&lt;br /&gt;
{{2da column| ProcessWithEvent | int| If specified this ability does not use any of the normal ability functionality but instead fires and processes and event - meaning it even works when the game is paused. Use with care. }}&lt;br /&gt;
{{2da column| fatigue | float | If it is a modal ability, this determines the level of fatigue it will incur while active. }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_data worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_data}}&lt;br /&gt;
{{2da column| Label | comment | {{undocumented}} }}&lt;br /&gt;
{{2da column| bHostileint | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectImpact | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectResisted| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectDuration| float | positive: temporary. 0.0 instant. negative permanent }}&lt;br /&gt;
{{2da column| dmg_function | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param0 | float | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_type| int |&lt;br /&gt;
*const int DAMAGE_TYPE_INVALID                       - 0;&lt;br /&gt;
*const int DAMAGE_TYPE_PHYSICAL                      - 1;&lt;br /&gt;
*const int DAMAGE_TYPE_FIRE                          - 2;&lt;br /&gt;
*const int DAMAGE_TYPE_COLD                          - 3;&lt;br /&gt;
*const int DAMAGE_TYPE_ELECTRICITY                   - 4;&lt;br /&gt;
*const int DAMAGE_TYPE_POISON                        - 5;&lt;br /&gt;
*const int DAMAGE_TYPE_LETHAL                        - 6;&lt;br /&gt;
*const int DAMAGE_TYPE_TBD                           - 7;}}&lt;br /&gt;
{{2da column| dmg_flags | int |&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_NONE        - 0x00000000 ;&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_CRITICAL    - 0x00000001; //critical hit&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_DEATHBLOW   - 0x00000002; //death blow&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_UPDATE_GORE - 0x00000004; //update gore on attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_50    - 0x00000008; //leech 50% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_75    - 0x00000010; //leech 75% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_100   - 0x00000020; //leech 100% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_MANA  - 0x00000040; // mana is leeched instead of health}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_effects worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_effects}}&lt;br /&gt;
{{2da column| Label| string | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_label| comment | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int2| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int3| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float0| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float1| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_object0 |int| 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster}}&lt;br /&gt;
{{2da column| scaled_field |int| 0 - none, 1 - float0, 2 - float1}}&lt;br /&gt;
{{2da column| vfx| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| resistance| int |&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     - 32;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE  - 31;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   - 33;}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== passive_abilities worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|passive_abilities}}&lt;br /&gt;
{{2da column| Label | comment | }}&lt;br /&gt;
{{2da column| Prop1 |int| link to [[properties.xls]]}}&lt;br /&gt;
{{2da column| Modifier1|float| Modifier this applies onto the property}}&lt;br /&gt;
{{2da column| Prop2| int | }} &lt;br /&gt;
{{2da column| Modifier2| float | }} &lt;br /&gt;
{{2da column| Prop3| int | }} &lt;br /&gt;
{{2da column| Modifier3| float | }} &lt;br /&gt;
{{2da column| Comment| comment | Summary of the ability in human-readable form }} &lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12813</id>
		<title>ABI base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12813"/>
				<updated>2010-03-31T18:50:30Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* ABI_Base worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the 2DAs that integrate all talents and spells into the game. They set their names, icons, prerequesites, and various standard details of how they function (animations, cooldown period, etc.).&lt;br /&gt;
&lt;br /&gt;
When making abilities the best way to proceed is to copy the nearest analogous ability and then modify the specific columns you need to.&lt;br /&gt;
&lt;br /&gt;
During Dragon Age's development this file was automatically updated from an internal database. End user builders can update it manually.&lt;br /&gt;
&lt;br /&gt;
== ABI_Base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ABI_Base}}&lt;br /&gt;
{{2da column| label |string| Purely for readability, not accessed anywhere.}}&lt;br /&gt;
{{2da column| namestrref |int| String Ref ID of the name of the ability.}}&lt;br /&gt;
{{2da column| descstrref |int| String Ref ID of the description of the ability.}}&lt;br /&gt;
{{2da column| tooltipstrref |int| String Ref ID of the buff/deff format on mouse over. (Caution: Abilities with ID over 500000 is considered as debuff and will not take the format of normal buffs.) }}&lt;br /&gt;
{{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}}&lt;br /&gt;
{{2da column| icon|string| Name of the icon file, without extension.}}&lt;br /&gt;
{{2da column| abilitytype | int| See 2DA_Constants_H for what the numbers are. 1 - talent, 2 - spell, 3 - skill, 4 - item}}&lt;br /&gt;
{{2da column| abilitymode |int| }}&lt;br /&gt;
{{2da column| conditions |int| Flags that determine what conditions must be met before this ability can be used. 1 - 1h weapon, 2 - shield, 4 - ranged weapon, 8 - behind target, 16 - mode active, 32 - is humanoid, 64 - dual wielding, 128 - 2h weapon, 256 - dog, 512 - mana user}}&lt;br /&gt;
{{2da column| condition_mode | int| The ID of a modal ability that must be active before this ability can be used if Conditions is set to 16.}}&lt;br /&gt;
{{2da column| condition_group |int| This links modal abilities. Use the lowest integer of the group. Whenever one of these abilities is used it will turn off the other linked abilities. }}&lt;br /&gt;
{{2da column| cost| float| How much Mana/Stamina an ability will cost.}}&lt;br /&gt;
{{2da column| costupkeep |float| How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only)}}&lt;br /&gt;
{{2da column| prereqability |int | The ID of a prereq ability.}}&lt;br /&gt;
{{2da column| prereqlevel | int| Minimum character level to pick it up.}}&lt;br /&gt;
{{2da column| prereqattribute | int | Which attribute is a prereq for the ability. See [[properties.xls]] for what this number maps to.}}&lt;br /&gt;
{{2da column| prereqattvalue | int | The value the specified attribute has to be greater than.}}&lt;br /&gt;
{{2da column| guitype | int | This is the category that the ability is grouped into. Things like, &amp;quot;Creation&amp;quot; and &amp;quot;Primal&amp;quot;. See [[guitypes.xls]].}}&lt;br /&gt;
{{2da column| targettype | int | A bit operator which indicates which classes of targets the ability will affect. Check out the &amp;quot;_Control&amp;quot; tab of ABI_base.xls. Search for &amp;quot;Friendly Creature&amp;quot; and you'll get to the right values.}}&lt;br /&gt;
{{2da column| autotarget | int| If set to TRUE then it will automatically target a selected hostile or friendly creature. }}&lt;br /&gt;
{{2da column| range | int| Range 0 means melee (touching target), 1 close spell range (barely outside melee), 2 moderate spell range (typical cone range), 3 long spell range (edge of hostile detection range), 4+ extremely long range.}}&lt;br /&gt;
{{2da column| speed |int|  This determines how long the ability takes to activate. 0 is instant, 1 will play the chosen Cast animation. 2+ will create an interruptable cast-bar and will play the Conjure animation for it's duration. Once the cast bar finishes filling the Cast animation will be played.}}&lt;br /&gt;
{{2da column| usetype |int | Whether the ability is a passive, toggle, or instant use. 2 is toggle, 3 is passive, 4 is instant use.}}&lt;br /&gt;
{{2da column| spellscript |string| This is the script that is run when the ability is used. Includes the file extension &amp;quot;.ncs&amp;quot;.}}&lt;br /&gt;
{{2da column| cooldown | float | The ability cooldown in seconds.}}&lt;br /&gt;
{{2da column| conjurevfx | int| This is the VFX that is played during the conjure stage of the ability. This is defined in [[VFX_base.xls]]. Best practices is to make one entry for each spell so that way the FX artists can make a unique VFX tweak to an ability easily.}}&lt;br /&gt;
{{2da column| blendtree | string| Set by animators for abilities that change the default animations of a PC or party member. E.g. when you use &amp;quot;Shield Wall&amp;quot; your idle becomes a defensive crouch using your shield prominently.}}&lt;br /&gt;
{{2da column| conjureanim | int | Which animation to play during the conjure sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| castanim | int | Which animation to play during the casting sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| projectile | int |  This is the model name for projectiles. See [[PRJ_base.xls]] for the integers. 1 is a common one for arrow.}}&lt;br /&gt;
{{2da column| autocancel | int| Obsolete }}&lt;br /&gt;
{{2da column| autodraw |int| This determines how the ability handles the drawn state of weapons. 0 will ignore weapon state, 1 will force the weapon to draw before use, and 2 will force a non-staff to sheathe before use.&lt;br /&gt;
Any spell with a speed higher than 1 should have this set to 2. The sheathing animation occurs during the conjure sequence without slowing it down, and putting away the weapon will prevent clipping.}}&lt;br /&gt;
{{2da column| threat_use|float| Obsolete}}&lt;br /&gt;
{{2da column| threat_impact|float| This is the amount of threat generated by each impact. May be obsolete.}}&lt;br /&gt;
{{2da column| aoe_type|int| 1 is a circle, 2 is a cone.}}&lt;br /&gt;
{{2da column| aoe_idx|int| Defined areas of effect. Located at [[VFX_base.xls]].}}&lt;br /&gt;
{{2da column| aoe_param1 |float| Either the radius of the circle or degree arc of the cone.}}&lt;br /&gt;
{{2da column| aoe_param2 |float| Obsolete}}&lt;br /&gt;
{{2da column| vfx_impact0| int| The VFX that is used at each impact. [[VFX_base.xls]]. See [[Ability_GetImpactLocationVfxId]]}}&lt;br /&gt;
{{2da column| vfx_impact1|int| This isn't used by the engine, but can be used as a constant in the scripts if you like. Many ITEMS use this to hold their VFX id to be used in scripting. See [[Ability_GetImpactObjectVfxId]]&lt;br /&gt;
Typically used by duration-based and modal abilities to reference the crust VFX to be used.}}&lt;br /&gt;
{{2da column| flags |int|{{undocumented}} }}&lt;br /&gt;
{{2da column| showintactics| int| Set to 1 for abilities that PC or party members will want to use in the tactics system.}}&lt;br /&gt;
{{2da column| showinchargen |int| Set to 1 to allow it to show in a PC's list of available abilities. }}&lt;br /&gt;
{{2da column| passive_id |int| Refers to the ID in passive_abilities page of [[ABI_base.xls]]. }}&lt;br /&gt;
{{2da column| crust_id | int| Obsolete}}&lt;br /&gt;
{{2da column| resistance |int | {{undocumented}} }} &lt;br /&gt;
{{2da column| damageinfo | int| {{undocumented}} }}&lt;br /&gt;
{{2da column| condition_appgroup|int|{{undocumented}} }}&lt;br /&gt;
{{2da column| ProcessWithEvent | int| If specified this ability does not use any of the normal ability functionality but instead fires and processes and event - meaning it even works when the game is paused. Use with care. }}&lt;br /&gt;
{{2da column| fatigue | float | If it is a modal ability, this determines the level of fatigue it will incur while active. }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_data worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_data}}&lt;br /&gt;
{{2da column| Label | comment | {{undocumented}} }}&lt;br /&gt;
{{2da column| bHostileint | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectImpact | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectResisted| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectDuration| float | positive: temporary. 0.0 instant. negative permanent }}&lt;br /&gt;
{{2da column| dmg_function | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param0 | float | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_type| int |&lt;br /&gt;
*const int DAMAGE_TYPE_INVALID                       - 0;&lt;br /&gt;
*const int DAMAGE_TYPE_PHYSICAL                      - 1;&lt;br /&gt;
*const int DAMAGE_TYPE_FIRE                          - 2;&lt;br /&gt;
*const int DAMAGE_TYPE_COLD                          - 3;&lt;br /&gt;
*const int DAMAGE_TYPE_ELECTRICITY                   - 4;&lt;br /&gt;
*const int DAMAGE_TYPE_POISON                        - 5;&lt;br /&gt;
*const int DAMAGE_TYPE_LETHAL                        - 6;&lt;br /&gt;
*const int DAMAGE_TYPE_TBD                           - 7;}}&lt;br /&gt;
{{2da column| dmg_flags | int |&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_NONE        - 0x00000000 ;&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_CRITICAL    - 0x00000001; //critical hit&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_DEATHBLOW   - 0x00000002; //death blow&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_UPDATE_GORE - 0x00000004; //update gore on attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_50    - 0x00000008; //leech 50% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_75    - 0x00000010; //leech 75% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_100   - 0x00000020; //leech 100% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_MANA  - 0x00000040; // mana is leeched instead of health}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_effects worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_effects}}&lt;br /&gt;
{{2da column| Label| string | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_label| comment | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int2| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int3| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float0| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float1| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_object0 |int| 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster}}&lt;br /&gt;
{{2da column| scaled_field |int| 0 - none, 1 - float0, 2 - float1}}&lt;br /&gt;
{{2da column| vfx| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| resistance| int |&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     - 32;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE  - 31;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   - 33;}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== passive_abilities worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|passive_abilities}}&lt;br /&gt;
{{2da column| Label | comment | }}&lt;br /&gt;
{{2da column| Prop1 |int| link to [[properties.xls]]}}&lt;br /&gt;
{{2da column| Modifier1|float| Modifier this applies onto the property}}&lt;br /&gt;
{{2da column| Prop2| int | }} &lt;br /&gt;
{{2da column| Modifier2| float | }} &lt;br /&gt;
{{2da column| Prop3| int | }} &lt;br /&gt;
{{2da column| Modifier3| float | }} &lt;br /&gt;
{{2da column| Comment| comment | Summary of the ability in human-readable form }} &lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12812</id>
		<title>ABI base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12812"/>
				<updated>2010-03-31T18:47:59Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* ABI_Base worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the 2DAs that integrate all talents and spells into the game. They set their names, icons, prerequesites, and various standard details of how they function (animations, cooldown period, etc.).&lt;br /&gt;
&lt;br /&gt;
When making abilities the best way to proceed is to copy the nearest analogous ability and then modify the specific columns you need to.&lt;br /&gt;
&lt;br /&gt;
During Dragon Age's development this file was automatically updated from an internal database. End user builders can update it manually.&lt;br /&gt;
&lt;br /&gt;
== ABI_Base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ABI_Base}}&lt;br /&gt;
{{2da column| label |string| Purely for readability, not accessed anywhere.}}&lt;br /&gt;
{{2da column| namestrref |int| String Ref ID of the name of the ability.}}&lt;br /&gt;
{{2da column| descstrref |int| String Ref ID of the description of the ability.}}&lt;br /&gt;
{{2da column| tooltipstrref |int| String Ref ID of the buff/deff format on mouse over. (Caution: Abilities with ID over 500000 is considered as debuff and will not take the format of normal buffs.) }}&lt;br /&gt;
{{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}}&lt;br /&gt;
{{2da column| icon|string| Name of the icon file, without extension.}}&lt;br /&gt;
{{2da column| abilitytype | int| See 2DA_Constants_H for what the numbers are. 1 - talent, 2 - spell, 3 - skill, 4 - item}}&lt;br /&gt;
{{2da column| abilitymode |int| }}&lt;br /&gt;
{{2da column| conditions |int| Flags that determine what conditions must be met before this ability can be used. 1 - 1h weapon, 2 - shield, 4 - ranged weapon, 8 - behind target, 16 - mode active, 32 - is humanoid, 64 - dual wielding, 128 - 2h weapon, 256 - dog, 512 - mana user}}&lt;br /&gt;
{{2da column| condition_mode | int| The ID of a modal ability that must be active before this ability can be used if Conditions is set to 16.}}&lt;br /&gt;
{{2da column| condition_group |int| This links modal abilities. Use the lowest integer of the group. Whenever one of these abilities is used it will turn off the other linked abilities. }}&lt;br /&gt;
{{2da column| cost| float| How much Mana/Stamina an ability will cost.}}&lt;br /&gt;
{{2da column| costupkeep |float| How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only)}}&lt;br /&gt;
{{2da column| prereqability |int | The ID of a prereq ability.}}&lt;br /&gt;
{{2da column| prereqlevel | int| Minimum character level to pick it up.}}&lt;br /&gt;
{{2da column| prereqattribute | int | Which attribute is a prereq for the ability. See [[properties.xls]] for what this number maps to.}}&lt;br /&gt;
{{2da column| prereqattvalue | int | The value the specified attribute has to be greater than.}}&lt;br /&gt;
{{2da column| guitype | int | This is the category that the ability is grouped into. Things like, &amp;quot;Creation&amp;quot; and &amp;quot;Primal&amp;quot;. See [[guitypes.xls]].}}&lt;br /&gt;
{{2da column| targettype | int | A bit operator which indicates which classes of targets the ability will affect. Check out the &amp;quot;_Control&amp;quot; tab of ABI_base.xls. Search for &amp;quot;Friendly Creature&amp;quot; and you'll get to the right values.}}&lt;br /&gt;
{{2da column| autotarget | int| If set to TRUE then it will automatically target a selected hostile or friendly creature. }}&lt;br /&gt;
{{2da column| range | int| Range 0 means melee, 1 close spell range, 2 moderate spell range, 3 long spell range, 4+ extremely long range.}}&lt;br /&gt;
{{2da column| speed |int|  This determines how long the ability takes to activate. 0 is instant, 1 will play the chosen Cast animation. 2+ will create an interruptable cast-bar and will play the Conjure animation for it's duration. Once the cast bar finishes filling the Cast animation will be played.}}&lt;br /&gt;
{{2da column| usetype |int | Whether the ability is a passive, toggle, or instant use. 2 is toggle, 3 is passive, 4 is instant use.}}&lt;br /&gt;
{{2da column| spellscript |string| This is the script that is run when the ability is used. Includes the file extension &amp;quot;.ncs&amp;quot;.}}&lt;br /&gt;
{{2da column| cooldown | float | The ability cooldown in seconds.}}&lt;br /&gt;
{{2da column| conjurevfx | int| This is the VFX that is played during the conjure stage of the ability. This is defined in [[VFX_base.xls]]. Best practices is to make one entry for each spell so that way the FX artists can make a unique VFX tweak to an ability easily.}}&lt;br /&gt;
{{2da column| blendtree | string| Set by animators for abilities that change the default animations of a PC or party member. E.g. when you use &amp;quot;Shield Wall&amp;quot; your idle becomes a defensive crouch using your shield prominently.}}&lt;br /&gt;
{{2da column| conjureanim | int | Which animation to play during the conjure sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| castanim | int | Which animation to play during the casting sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| projectile | int |  This is the model name for projectiles. See [[PRJ_base.xls]] for the integers. 1 is a common one for arrow.}}&lt;br /&gt;
{{2da column| autocancel | int| Obsolete }}&lt;br /&gt;
{{2da column| autodraw |int| This determines how the ability handles the drawn state of weapons. 0 will ignore weapon state, 1 will force the weapon to draw before use, and 2 will force a non-staff to sheathe before use.&lt;br /&gt;
Any spell with a speed higher than 1 should have this set to 2. The sheathing animation occurs during the conjure sequence without slowing it down, and putting away the weapon will prevent clipping.}}&lt;br /&gt;
{{2da column| threat_use|float| Obsolete}}&lt;br /&gt;
{{2da column| threat_impact|float| This is the amount of threat generated by each impact. May be obsolete.}}&lt;br /&gt;
{{2da column| aoe_type|int| 1 is a circle, 2 is a cone.}}&lt;br /&gt;
{{2da column| aoe_idx|int| Defined areas of effect. Located at [[VFX_base.xls]].}}&lt;br /&gt;
{{2da column| aoe_param1 |float| Either the radius of the circle or degree arc of the cone.}}&lt;br /&gt;
{{2da column| aoe_param2 |float| Obsolete}}&lt;br /&gt;
{{2da column| vfx_impact0| int| The VFX that is used at each impact. [[VFX_base.xls]]. See [[Ability_GetImpactLocationVfxId]]}}&lt;br /&gt;
{{2da column| vfx_impact1|int| This isn't used by the engine, but can be used as a constant in the scripts if you like. Many ITEMS use this to hold their VFX id to be used in scripting. See [[Ability_GetImpactObjectVfxId]]&lt;br /&gt;
Typically used by duration-based and modal abilities to reference the crust VFX to be used.}}&lt;br /&gt;
{{2da column| flags |int|{{undocumented}} }}&lt;br /&gt;
{{2da column| showintactics| int| Set to 1 for abilities that PC or party members will want to use in the tactics system.}}&lt;br /&gt;
{{2da column| showinchargen |int| Set to 1 to allow it to show in a PC's list of available abilities. }}&lt;br /&gt;
{{2da column| passive_id |int| Refers to the ID in passive_abilities page of [[ABI_base.xls]]. }}&lt;br /&gt;
{{2da column| crust_id | int| Obsolete}}&lt;br /&gt;
{{2da column| resistance |int | {{undocumented}} }} &lt;br /&gt;
{{2da column| damageinfo | int| {{undocumented}} }}&lt;br /&gt;
{{2da column| condition_appgroup|int|{{undocumented}} }}&lt;br /&gt;
{{2da column| ProcessWithEvent | int| If specified this ability does not use any of the normal ability functionality but instead fires and processes and event - meaning it even works when the game is paused. Use with care. }}&lt;br /&gt;
{{2da column| fatigue | float | If it is a modal ability, this determines the level of fatigue it will incur while active. }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_data worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_data}}&lt;br /&gt;
{{2da column| Label | comment | {{undocumented}} }}&lt;br /&gt;
{{2da column| bHostileint | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectImpact | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectResisted| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectDuration| float | positive: temporary. 0.0 instant. negative permanent }}&lt;br /&gt;
{{2da column| dmg_function | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param0 | float | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_type| int |&lt;br /&gt;
*const int DAMAGE_TYPE_INVALID                       - 0;&lt;br /&gt;
*const int DAMAGE_TYPE_PHYSICAL                      - 1;&lt;br /&gt;
*const int DAMAGE_TYPE_FIRE                          - 2;&lt;br /&gt;
*const int DAMAGE_TYPE_COLD                          - 3;&lt;br /&gt;
*const int DAMAGE_TYPE_ELECTRICITY                   - 4;&lt;br /&gt;
*const int DAMAGE_TYPE_POISON                        - 5;&lt;br /&gt;
*const int DAMAGE_TYPE_LETHAL                        - 6;&lt;br /&gt;
*const int DAMAGE_TYPE_TBD                           - 7;}}&lt;br /&gt;
{{2da column| dmg_flags | int |&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_NONE        - 0x00000000 ;&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_CRITICAL    - 0x00000001; //critical hit&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_DEATHBLOW   - 0x00000002; //death blow&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_UPDATE_GORE - 0x00000004; //update gore on attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_50    - 0x00000008; //leech 50% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_75    - 0x00000010; //leech 75% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_100   - 0x00000020; //leech 100% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_MANA  - 0x00000040; // mana is leeched instead of health}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_effects worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_effects}}&lt;br /&gt;
{{2da column| Label| string | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_label| comment | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int2| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int3| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float0| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float1| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_object0 |int| 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster}}&lt;br /&gt;
{{2da column| scaled_field |int| 0 - none, 1 - float0, 2 - float1}}&lt;br /&gt;
{{2da column| vfx| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| resistance| int |&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     - 32;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE  - 31;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   - 33;}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== passive_abilities worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|passive_abilities}}&lt;br /&gt;
{{2da column| Label | comment | }}&lt;br /&gt;
{{2da column| Prop1 |int| link to [[properties.xls]]}}&lt;br /&gt;
{{2da column| Modifier1|float| Modifier this applies onto the property}}&lt;br /&gt;
{{2da column| Prop2| int | }} &lt;br /&gt;
{{2da column| Modifier2| float | }} &lt;br /&gt;
{{2da column| Prop3| int | }} &lt;br /&gt;
{{2da column| Modifier3| float | }} &lt;br /&gt;
{{2da column| Comment| comment | Summary of the ability in human-readable form }} &lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12811</id>
		<title>ABI base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12811"/>
				<updated>2010-03-31T18:46:29Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* ABI_Base worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the 2DAs that integrate all talents and spells into the game. They set their names, icons, prerequesites, and various standard details of how they function (animations, cooldown period, etc.).&lt;br /&gt;
&lt;br /&gt;
When making abilities the best way to proceed is to copy the nearest analogous ability and then modify the specific columns you need to.&lt;br /&gt;
&lt;br /&gt;
During Dragon Age's development this file was automatically updated from an internal database. End user builders can update it manually.&lt;br /&gt;
&lt;br /&gt;
== ABI_Base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ABI_Base}}&lt;br /&gt;
{{2da column| label |string| Purely for readability, not accessed anywhere.}}&lt;br /&gt;
{{2da column| namestrref |int| String Ref ID of the name of the ability.}}&lt;br /&gt;
{{2da column| descstrref |int| String Ref ID of the description of the ability.}}&lt;br /&gt;
{{2da column| tooltipstrref |int| String Ref ID of the buff/deff format on mouse over. (Caution: Abilities with ID over 500000 is considered as debuff and will not take the format of normal buffs.) }}&lt;br /&gt;
{{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}}&lt;br /&gt;
{{2da column| icon|string| Name of the icon file, without extension.}}&lt;br /&gt;
{{2da column| abilitytype | int| See 2DA_Constants_H for what the numbers are. 1 - talent, 2 - spell, 3 - skill, 4 - item}}&lt;br /&gt;
{{2da column| abilitymode |int| }}&lt;br /&gt;
{{2da column| conditions |int| Flags that determine what conditions must be met before this ability can be used. 1 - 1h weapon, 2 - shield, 4 - ranged weapon, 8 - behind target, 16 - mode active, 32 - is humanoid, 64 - dual wielding, 128 - 2h weapon, 256 - dog, 512 - mana user}}&lt;br /&gt;
{{2da column| condition_mode | int| The ID of a modal ability that must be active before this ability can be used if Conditions is set to 16.}}&lt;br /&gt;
{{2da column| condition_group |int| This links abilities. Use the lowest integer of the group. Whenever one of these abilities is used it will turn off the other linked abilities. So it makes it so that multiple modal abilities can't be activated at once.}}&lt;br /&gt;
{{2da column| cost| float| How much Mana/Stamina an ability will cost.}}&lt;br /&gt;
{{2da column| costupkeep |float| How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only)}}&lt;br /&gt;
{{2da column| prereqability |int | The ID of a prereq ability.}}&lt;br /&gt;
{{2da column| prereqlevel | int| Minimum character level to pick it up.}}&lt;br /&gt;
{{2da column| prereqattribute | int | Which attribute is a prereq for the ability. See [[properties.xls]] for what this number maps to.}}&lt;br /&gt;
{{2da column| prereqattvalue | int | The value the specified attribute has to be greater than.}}&lt;br /&gt;
{{2da column| guitype | int | This is the category that the ability is grouped into. Things like, &amp;quot;Creation&amp;quot; and &amp;quot;Primal&amp;quot;. See [[guitypes.xls]].}}&lt;br /&gt;
{{2da column| targettype | int | A bit operator which indicates which classes of targets the ability will affect. Check out the &amp;quot;_Control&amp;quot; tab of ABI_base.xls. Search for &amp;quot;Friendly Creature&amp;quot; and you'll get to the right values.}}&lt;br /&gt;
{{2da column| autotarget | int| If set to TRUE then it will automatically target a selected hostile or friendly creature. }}&lt;br /&gt;
{{2da column| range | int| Range 0 means melee, 1 close spell range, 2 moderate spell range, 3 long spell range, 4+ extremely long range.}}&lt;br /&gt;
{{2da column| speed |int|  This determines how long the ability takes to activate. 0 is instant, 1 will play the chosen Cast animation. 2+ will create an interruptable cast-bar and will play the Conjure animation for it's duration. Once the cast bar finishes filling the Cast animation will be played.}}&lt;br /&gt;
{{2da column| usetype |int | Whether the ability is a passive, toggle, or instant use. 2 is toggle, 3 is passive, 4 is instant use.}}&lt;br /&gt;
{{2da column| spellscript |string| This is the script that is run when the ability is used. Includes the file extension &amp;quot;.ncs&amp;quot;.}}&lt;br /&gt;
{{2da column| cooldown | float | The ability cooldown in seconds.}}&lt;br /&gt;
{{2da column| conjurevfx | int| This is the VFX that is played during the conjure stage of the ability. This is defined in [[VFX_base.xls]]. Best practices is to make one entry for each spell so that way the FX artists can make a unique VFX tweak to an ability easily.}}&lt;br /&gt;
{{2da column| blendtree | string| Set by animators for abilities that change the default animations of a PC or party member. E.g. when you use &amp;quot;Shield Wall&amp;quot; your idle becomes a defensive crouch using your shield prominently.}}&lt;br /&gt;
{{2da column| conjureanim | int | Which animation to play during the conjure sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| castanim | int | Which animation to play during the casting sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| projectile | int |  This is the model name for projectiles. See [[PRJ_base.xls]] for the integers. 1 is a common one for arrow.}}&lt;br /&gt;
{{2da column| autocancel | int| Obsolete }}&lt;br /&gt;
{{2da column| autodraw |int| This determines how the ability handles the drawn state of weapons. 0 will ignore weapon state, 1 will force the weapon to draw before use, and 2 will force a non-staff to sheathe before use.&lt;br /&gt;
Any spell with a speed higher than 1 should have this set to 2. The sheathing animation occurs during the conjure sequence without slowing it down, and putting away the weapon will prevent clipping.}}&lt;br /&gt;
{{2da column| threat_use|float| Obsolete}}&lt;br /&gt;
{{2da column| threat_impact|float| This is the amount of threat generated by each impact. May be obsolete.}}&lt;br /&gt;
{{2da column| aoe_type|int| 1 is a circle, 2 is a cone.}}&lt;br /&gt;
{{2da column| aoe_idx|int| Defined areas of effect. Located at [[VFX_base.xls]].}}&lt;br /&gt;
{{2da column| aoe_param1 |float| Either the radius of the circle or degree arc of the cone.}}&lt;br /&gt;
{{2da column| aoe_param2 |float| Obsolete}}&lt;br /&gt;
{{2da column| vfx_impact0| int| The VFX that is used at each impact. [[VFX_base.xls]]. See [[Ability_GetImpactLocationVfxId]]}}&lt;br /&gt;
{{2da column| vfx_impact1|int| This isn't used by the engine, but can be used as a constant in the scripts if you like. Many ITEMS use this to hold their VFX id to be used in scripting. See [[Ability_GetImpactObjectVfxId]]&lt;br /&gt;
Typically used by duration-based and modal abilities to reference the crust VFX to be used.}}&lt;br /&gt;
{{2da column| flags |int|{{undocumented}} }}&lt;br /&gt;
{{2da column| showintactics| int| Set to 1 for abilities that PC or party members will want to use in the tactics system.}}&lt;br /&gt;
{{2da column| showinchargen |int| Set to 1 to allow it to show in a PC's list of available abilities. }}&lt;br /&gt;
{{2da column| passive_id |int| Refers to the ID in passive_abilities page of [[ABI_base.xls]]. }}&lt;br /&gt;
{{2da column| crust_id | int| Obsolete}}&lt;br /&gt;
{{2da column| resistance |int | {{undocumented}} }} &lt;br /&gt;
{{2da column| damageinfo | int| {{undocumented}} }}&lt;br /&gt;
{{2da column| condition_appgroup|int|{{undocumented}} }}&lt;br /&gt;
{{2da column| ProcessWithEvent | int| If specified this ability does not use any of the normal ability functionality but instead fires and processes and event - meaning it even works when the game is paused. Use with care. }}&lt;br /&gt;
{{2da column| fatigue | float | If it is a modal ability, this determines the level of fatigue it will incur while active. }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_data worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_data}}&lt;br /&gt;
{{2da column| Label | comment | {{undocumented}} }}&lt;br /&gt;
{{2da column| bHostileint | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectImpact | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectResisted| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectDuration| float | positive: temporary. 0.0 instant. negative permanent }}&lt;br /&gt;
{{2da column| dmg_function | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param0 | float | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_type| int |&lt;br /&gt;
*const int DAMAGE_TYPE_INVALID                       - 0;&lt;br /&gt;
*const int DAMAGE_TYPE_PHYSICAL                      - 1;&lt;br /&gt;
*const int DAMAGE_TYPE_FIRE                          - 2;&lt;br /&gt;
*const int DAMAGE_TYPE_COLD                          - 3;&lt;br /&gt;
*const int DAMAGE_TYPE_ELECTRICITY                   - 4;&lt;br /&gt;
*const int DAMAGE_TYPE_POISON                        - 5;&lt;br /&gt;
*const int DAMAGE_TYPE_LETHAL                        - 6;&lt;br /&gt;
*const int DAMAGE_TYPE_TBD                           - 7;}}&lt;br /&gt;
{{2da column| dmg_flags | int |&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_NONE        - 0x00000000 ;&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_CRITICAL    - 0x00000001; //critical hit&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_DEATHBLOW   - 0x00000002; //death blow&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_UPDATE_GORE - 0x00000004; //update gore on attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_50    - 0x00000008; //leech 50% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_75    - 0x00000010; //leech 75% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_100   - 0x00000020; //leech 100% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_MANA  - 0x00000040; // mana is leeched instead of health}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_effects worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_effects}}&lt;br /&gt;
{{2da column| Label| string | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_label| comment | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int2| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int3| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float0| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float1| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_object0 |int| 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster}}&lt;br /&gt;
{{2da column| scaled_field |int| 0 - none, 1 - float0, 2 - float1}}&lt;br /&gt;
{{2da column| vfx| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| resistance| int |&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     - 32;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE  - 31;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   - 33;}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== passive_abilities worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|passive_abilities}}&lt;br /&gt;
{{2da column| Label | comment | }}&lt;br /&gt;
{{2da column| Prop1 |int| link to [[properties.xls]]}}&lt;br /&gt;
{{2da column| Modifier1|float| Modifier this applies onto the property}}&lt;br /&gt;
{{2da column| Prop2| int | }} &lt;br /&gt;
{{2da column| Modifier2| float | }} &lt;br /&gt;
{{2da column| Prop3| int | }} &lt;br /&gt;
{{2da column| Modifier3| float | }} &lt;br /&gt;
{{2da column| Comment| comment | Summary of the ability in human-readable form }} &lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12528</id>
		<title>ABI base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12528"/>
				<updated>2010-03-13T23:45:08Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* ABI_Base worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the 2DAs that integrate all talents and spells into the game. They set their names, icons, prerequesites, and various standard details of how they function (animations, cooldown period, etc.).&lt;br /&gt;
&lt;br /&gt;
When making abilities the best way to proceed is to copy the nearest analogous ability and then modify the specific columns you need to.&lt;br /&gt;
&lt;br /&gt;
During Dragon Age's development this file was automatically updated from an internal database. End user builders can update it manually.&lt;br /&gt;
&lt;br /&gt;
== ABI_Base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ABI_Base}}&lt;br /&gt;
{{2da column| label |string| Purely for readability, not accessed anywhere.}}&lt;br /&gt;
{{2da column| namestrref |int| String Ref ID of the name of the ability.}}&lt;br /&gt;
{{2da column| descstrref |int| String Ref ID of the description of the ability.}}&lt;br /&gt;
{{2da column| tooltipstrref |int| String Ref ID of the buff/deff format on mouse over. (Caution: Abilities with ID over 500000 is considered as debuff and will not take the format of normal buffs.) }}&lt;br /&gt;
{{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}}&lt;br /&gt;
{{2da column| icon|string| Name of the icon file, without extension.}}&lt;br /&gt;
{{2da column| abilitytype | int| See 2DA_Constants_H for what the numbers are. 1 - talent, 2 - spell, 3 - skill, 4 - item}}&lt;br /&gt;
{{2da column| abilitymode |int| }}&lt;br /&gt;
{{2da column| conditions |int| Flags that determine what conditions must be met before this ability can be used. 1 - 1h weapon, 2 - shield, 4 - ranged weapon, 8 - behind target, 16 - mode active, 32 - is humanoid, 64 - dual wielding, 128 - 2h weapon, 256 - dog, 512 - mana user}}&lt;br /&gt;
{{2da column| condition_mode | int| Seems to be the ID of a modal ability that must be active before this ability can be used.}}&lt;br /&gt;
{{2da column| condition_group |int| This links abilities. Use the lowest integer of the group. Whenever one of these abilities is used it will turn off the other linked abilities. So it makes it so that multiple modal abilities can't be activated at once.}}&lt;br /&gt;
{{2da column| cost| float| How much Mana/Stamina an ability will cost.}}&lt;br /&gt;
{{2da column| costupkeep |float| How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only)}}&lt;br /&gt;
{{2da column| prereqability |int | The ID of a prereq ability.}}&lt;br /&gt;
{{2da column| prereqlevel | int| Minimum character level to pick it up.}}&lt;br /&gt;
{{2da column| prereqattribute | int | Which attribute is a prereq for the ability. See [[properties.xls]] for what this number maps to.}}&lt;br /&gt;
{{2da column| prereqattvalue | int | The value the specified attribute has to be greater than.}}&lt;br /&gt;
{{2da column| guitype | int | This is the category that the ability is grouped into. Things like, &amp;quot;Creation&amp;quot; and &amp;quot;Primal&amp;quot;. See [[guitypes.xls]].}}&lt;br /&gt;
{{2da column| targettype | int | A bit operator which indicates which classes of targets the ability will affect. Check out the &amp;quot;_Control&amp;quot; tab of ABI_base.xls. Search for &amp;quot;Friendly Creature&amp;quot; and you'll get to the right values.}}&lt;br /&gt;
{{2da column| autotarget | int| If set to TRUE then it will automatically target a selected hostile or friendly creature. }}&lt;br /&gt;
{{2da column| range | int| Range 0 means melee, 1 close spell range, 2 moderate spell range, 3 long spell range, 4+ extremely long range.}}&lt;br /&gt;
{{2da column| speed |int|  This determines how long the ability takes to activate. 0 is instant, 1 will play the chosen Cast animation. 2+ will create an interruptable cast-bar and will play the Conjure animation for it's duration. Once the cast bar finishes filling the Cast animation will be played.}}&lt;br /&gt;
{{2da column| usetype |int | Whether the ability is a passive, toggle, or instant use. 2 is toggle, 3 is passive, 4 is instant use.}}&lt;br /&gt;
{{2da column| spellscript |string| This is the script that is run when the ability is used. Includes the file extension &amp;quot;.ncs&amp;quot;.}}&lt;br /&gt;
{{2da column| cooldown | float | The ability cooldown in seconds.}}&lt;br /&gt;
{{2da column| conjurevfx | int| This is the VFX that is played during the conjure stage of the ability. This is defined in [[VFX_base.xls]]. Best practices is to make one entry for each spell so that way the FX artists can make a unique VFX tweak to an ability easily.}}&lt;br /&gt;
{{2da column| blendtree | string| Set by animators for abilities that change the default animations of a PC or party member. E.g. when you use &amp;quot;Shield Wall&amp;quot; your idle becomes a defensive crouch using your shield prominently.}}&lt;br /&gt;
{{2da column| conjureanim | int | Which animation to play during the conjure sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| castanim | int | Which animation to play during the casting sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| projectile | int |  This is the model name for projectiles. See [[PRJ_base.xls]] for the integers. 1 is a common one for arrow.}}&lt;br /&gt;
{{2da column| autocancel | int| Obsolete }}&lt;br /&gt;
{{2da column| autodraw |int| This determines how the ability handles the drawn state of weapons. 0 will ignore weapon state, 1 will force the weapon to draw before use, and 2 will force a non-staff to sheathe before use.&lt;br /&gt;
Any spell with a speed higher than 1 should have this set to 2. The sheathing animation occurs during the conjuration phase without slowing it down, and putting away the weapon will prevent clipping.}}&lt;br /&gt;
{{2da column| threat_use|float| Obsolete}}&lt;br /&gt;
{{2da column| threat_impact|float| This is the amount of threat generated by each impact. May be obsolete.}}&lt;br /&gt;
{{2da column| aoe_type|int| 1 is a circle, 2 is a cone.}}&lt;br /&gt;
{{2da column| aoe_idx|int| Defined areas of effect. Located at [[VFX_base.xls]].}}&lt;br /&gt;
{{2da column| aoe_param1 |float| Either the radius of the circle or degree arc of the cone.}}&lt;br /&gt;
{{2da column| aoe_param2 |float| Obsolete}}&lt;br /&gt;
{{2da column| vfx_impact0| int| The VFX that is used at each impact. [[VFX_base.xls]]. See [[Ability_GetImpactLocationVfxId]]}}&lt;br /&gt;
{{2da column| vfx_impact1|int| This isn't used by the engine, but can be used as a constant in the scripts if you like. Many ITEMS use this to hold their VFX id to be used in scripting. See [[Ability_GetImpactObjectVfxId]]&lt;br /&gt;
Also typically used by modal abilities as a reference for the VFX to be played constantly while it is active.}}&lt;br /&gt;
{{2da column| flags |int|{{undocumented}} }}&lt;br /&gt;
{{2da column| showintactics| int| Set to 1 for abilities that PC or party members will want to use in the tactics system.}}&lt;br /&gt;
{{2da column| showinchargen |int| Set to 1 to allow it to show in a PC's list of available abilities. }}&lt;br /&gt;
{{2da column| passive_id |int| Refers to the ID in passive_abilities page of [[ABI_base.xls]] }}&lt;br /&gt;
{{2da column| crust_id | int| Obsolete}}&lt;br /&gt;
{{2da column| resistance |int | {{undocumented}} }} &lt;br /&gt;
{{2da column| damageinfo | int| {{undocumented}} }}&lt;br /&gt;
{{2da column| condition_appgroup|int|{{undocumented}} }}&lt;br /&gt;
{{2da column| ProcessWithEvent | int| If specified this ability does not use any of the normal ability functionality but instead fires and processes and event - meaning it even works when the game is paused. Use with care. }}&lt;br /&gt;
{{2da column| fatigue | float | If it is a modal ability, this determines the level of fatigue it will incur while active. }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_data worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_data}}&lt;br /&gt;
{{2da column| Label | comment | {{undocumented}} }}&lt;br /&gt;
{{2da column| bHostileint | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectImpact | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectResisted| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectDuration| float | positive: temporary. 0.0 instant. negative permanent }}&lt;br /&gt;
{{2da column| dmg_function | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param0 | float | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_type| int |&lt;br /&gt;
*const int DAMAGE_TYPE_INVALID                       - 0;&lt;br /&gt;
*const int DAMAGE_TYPE_PHYSICAL                      - 1;&lt;br /&gt;
*const int DAMAGE_TYPE_FIRE                          - 2;&lt;br /&gt;
*const int DAMAGE_TYPE_COLD                          - 3;&lt;br /&gt;
*const int DAMAGE_TYPE_ELECTRICITY                   - 4;&lt;br /&gt;
*const int DAMAGE_TYPE_POISON                        - 5;&lt;br /&gt;
*const int DAMAGE_TYPE_LETHAL                        - 6;&lt;br /&gt;
*const int DAMAGE_TYPE_TBD                           - 7;}}&lt;br /&gt;
{{2da column| dmg_flags | int |&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_NONE        - 0x00000000 ;&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_CRITICAL    - 0x00000001; //critical hit&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_DEATHBLOW   - 0x00000002; //death blow&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_UPDATE_GORE - 0x00000004; //update gore on attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_50    - 0x00000008; //leech 50% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_75    - 0x00000010; //leech 75% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_100   - 0x00000020; //leech 100% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_MANA  - 0x00000040; // mana is leeched instead of health}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_effects worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_effects}}&lt;br /&gt;
{{2da column| Label| string | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_label| comment | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int2| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int3| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float0| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float1| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_object0 |int| 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster}}&lt;br /&gt;
{{2da column| scaled_field |int| 0 - none, 1 - float0, 2 - float1}}&lt;br /&gt;
{{2da column| vfx| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| resistance| int |&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     - 32;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE  - 31;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   - 33;}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== passive_abilities worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|passive_abilities}}&lt;br /&gt;
{{2da column| Label | comment | }}&lt;br /&gt;
{{2da column| Prop1 |int| link to [[properties.xls]]}}&lt;br /&gt;
{{2da column| Modifier1|float| Modifier this applies onto the property}}&lt;br /&gt;
{{2da column| Prop2| int | }} &lt;br /&gt;
{{2da column| Modifier2| float | }} &lt;br /&gt;
{{2da column| Prop3| int | }} &lt;br /&gt;
{{2da column| Modifier3| float | }} &lt;br /&gt;
{{2da column| Comment| comment | Summary of the ability in human-readable form }} &lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Talk:BITM_base.xls&amp;diff=12492</id>
		<title>Talk:BITM base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Talk:BITM_base.xls&amp;diff=12492"/>
				<updated>2010-03-08T20:21:54Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''SourceData - This is the worksheet where the information for the 2da should be edited. ''' Is this true? I wondered how these edits will get exported. This page has all the kinds of wrong entries it seems to me. --Eshme &lt;br /&gt;
:They wouldn't, but the changes are supposedly mirrored in the other worksheet (maybe with a script, macro, by hand, or something). It actually starts with an underscore, so it shouldn't become a GDA. I haven't really compared the two worksheets in detail, but they don't look totally in sync anyway. Maybe there was some internal reason at BioWare for doing it that way, but I don't know. --[[User:FollowTheGourd|FollowTheGourd]] 06:47, 27 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Type&amp;quot; confusion ==&lt;br /&gt;
In the Type line, it says the values used here can be found in &amp;quot;the ItemTypes worksheet in this document.&amp;quot;&lt;br /&gt;
But this has to be a typo. There is no &amp;quot;ItemTypes&amp;quot; on this page, and I cannot even find a file named ItemTypes anywhere.&lt;br /&gt;
Does anyone know what this is actually supposed to be? I think it needs to be corrected. --[[User:Kesaru|Kesaru]] 20:21, 8 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Shapechange.xls&amp;diff=12411</id>
		<title>Shapechange.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Shapechange.xls&amp;diff=12411"/>
				<updated>2010-03-03T19:30:40Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* Shapechange worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shapechange worksheet==&lt;br /&gt;
&lt;br /&gt;
{{2da start|shapechange}}&lt;br /&gt;
{{2da column|Label|string|}}&lt;br /&gt;
{{2da column|Appearance|int| The appearance used by the form, as defined in APR_base.}}&lt;br /&gt;
{{2da column|UpgradeApr|int| The alternate appearance used when the ability Master Shapeshifter is present.}}&lt;br /&gt;
{{2da column|IsPlotShape|int|}}&lt;br /&gt;
{{2da column|PassiveTalent|int| The hidden &amp;quot;Properties&amp;quot; ability granted while this form is active, defined in ABI_base.}}&lt;br /&gt;
{{2da column|Abi1|int| The first ability granted while this form is active, defined in ABI_base.}}&lt;br /&gt;
{{2da column|Abi2|int| The second ability granted while this form is active, defined in ABI_base.}}&lt;br /&gt;
{{2da column|Abi3|int| The third ability granted while this form is active, defined in ABI_base (may only appear when Master Shapeshifter ability is present).}}&lt;br /&gt;
{{2da column|PassiveTalent2|int|}}&lt;br /&gt;
{{2da column|Crust|int|}}&lt;br /&gt;
{{2da column|TacticsTable|int|}}&lt;br /&gt;
{{2da column|StrengthBase|float| The base value Strength is set to while in this form.}}&lt;br /&gt;
{{2da column|StrengthPerLevel|float|}}&lt;br /&gt;
{{2da column|DexterityBase|float| The base value Dexterity is set to while in this form.}}&lt;br /&gt;
{{2da column|DexterityPerLevel|float|}}&lt;br /&gt;
{{2da column|ConstitutionBase|float| The base value Constitution is set to while in this form.}}&lt;br /&gt;
{{2da column|ConstitutionPerLevel|float|}}&lt;br /&gt;
{{2da column|ArmorBase|float|}}&lt;br /&gt;
{{2da column|ArmorPerLevel|float|}}&lt;br /&gt;
{{2da column|DamageBase|float|}}&lt;br /&gt;
{{2da column|DamagePerLevel|float|}}&lt;br /&gt;
{{2da column|APBase|float|}}&lt;br /&gt;
{{2da column|APLevel|float|}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Shapechange.xls&amp;diff=12410</id>
		<title>Shapechange.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Shapechange.xls&amp;diff=12410"/>
				<updated>2010-03-03T19:30:22Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* Shapechange worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shapechange worksheet==&lt;br /&gt;
&lt;br /&gt;
{{2da start|shapechange}}&lt;br /&gt;
{{2da column|Label|string|}}&lt;br /&gt;
{{2da column|Appearance|int| The appearance used by the form, as defined in APR_base.}}&lt;br /&gt;
{{2da column|UpgradeApr|int| The alternate appearance used when the ability Master Shapeshifter is present.}}&lt;br /&gt;
{{2da column|IsPlotShape|int|}}&lt;br /&gt;
{{2da column|PassiveTalent|int| The hidden &amp;quot;Properties&amp;quot; ability granted while this form is active, defined in ABI_base.}}&lt;br /&gt;
{{2da column|Abi1|int| The first ability granted while this form is active, defined in ABI_base.}}&lt;br /&gt;
{{2da column|Abi2|int| The second ability granted while this form is active, defined in ABI_base.}}&lt;br /&gt;
{{2da column|Abi3|int| The third ability granted while this form is active, defined in ABI_base (may only appear when Master Shapeshifter ability is present).}}&lt;br /&gt;
{{2da column|PassiveTalent2|int|}}&lt;br /&gt;
{{2da column|Crust|int|}}&lt;br /&gt;
{{2da column|TacticsTable|int|}}&lt;br /&gt;
{{2da column|StrengthBase|float| The base value Strength is set to while in this form.}}&lt;br /&gt;
{{2da column|StrengthPerLevel|float|}}&lt;br /&gt;
{{2da column|DexterityBase|float| The base value Dexterity is set to while in this form.}}&lt;br /&gt;
{{2da column|DexterityPerLevel|float|}}&lt;br /&gt;
{{2da column|ConstitutionBase|float| The vase value Constitution is set to while in this form.}}&lt;br /&gt;
{{2da column|ConstitutionPerLevel|float|}}&lt;br /&gt;
{{2da column|ArmorBase|float|}}&lt;br /&gt;
{{2da column|ArmorPerLevel|float|}}&lt;br /&gt;
{{2da column|DamageBase|float|}}&lt;br /&gt;
{{2da column|DamagePerLevel|float|}}&lt;br /&gt;
{{2da column|APBase|float|}}&lt;br /&gt;
{{2da column|APLevel|float|}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=Shapechange.xls&amp;diff=12409</id>
		<title>Shapechange.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=Shapechange.xls&amp;diff=12409"/>
				<updated>2010-03-03T19:28:55Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* Shapechange worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shapechange worksheet==&lt;br /&gt;
&lt;br /&gt;
{{2da start|shapechange}}&lt;br /&gt;
{{2da column|Label|string|}}&lt;br /&gt;
{{2da column|Appearance|int| The appearance used by the form, as defined in APR_base.}}&lt;br /&gt;
{{2da column|UpgradeApr|int| The alternate appearance used when the ability Master Shapeshifter is present.}}&lt;br /&gt;
{{2da column|IsPlotShape|int|}}&lt;br /&gt;
{{2da column|PassiveTalent|int| The hidden &amp;quot;Properties&amp;quot; ability granted while this form is active, defined in ABI_base.}}&lt;br /&gt;
{{2da column|Abi1|int| The first ability granted while this form is active.}}&lt;br /&gt;
{{2da column|Abi2|int| The second ability granted while this form is active.}}&lt;br /&gt;
{{2da column|Abi3|int| The third ability granted while this form is active (may only appear when Master Shapeshifter ability is present).}}&lt;br /&gt;
{{2da column|PassiveTalent2|int|}}&lt;br /&gt;
{{2da column|Crust|int|}}&lt;br /&gt;
{{2da column|TacticsTable|int|}}&lt;br /&gt;
{{2da column|StrengthBase|float| The base value Strength is set to while in this form.}}&lt;br /&gt;
{{2da column|StrengthPerLevel|float|}}&lt;br /&gt;
{{2da column|DexterityBase|float| The base value Dexterity is set to while in this form.}}&lt;br /&gt;
{{2da column|DexterityPerLevel|float|}}&lt;br /&gt;
{{2da column|ConstitutionBase|float| The vase value Constitution is set to while in this form.}}&lt;br /&gt;
{{2da column|ConstitutionPerLevel|float|}}&lt;br /&gt;
{{2da column|ArmorBase|float|}}&lt;br /&gt;
{{2da column|ArmorPerLevel|float|}}&lt;br /&gt;
{{2da column|DamageBase|float|}}&lt;br /&gt;
{{2da column|DamagePerLevel|float|}}&lt;br /&gt;
{{2da column|APBase|float|}}&lt;br /&gt;
{{2da column|APLevel|float|}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12393</id>
		<title>ABI base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12393"/>
				<updated>2010-03-03T01:06:29Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* ABI_Base worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the 2DAs that integrate all talents and spells into the game. They set their names, icons, prerequesites, and various standard details of how they function (animations, cooldown period, etc.).&lt;br /&gt;
&lt;br /&gt;
When making abilities the best way to proceed is to copy the nearest analogous ability and then modify the specific columns you need to.&lt;br /&gt;
&lt;br /&gt;
During Dragon Age's development this file was automatically updated from an internal database. End user builders can update it manually.&lt;br /&gt;
&lt;br /&gt;
== ABI_Base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ABI_Base}}&lt;br /&gt;
{{2da column| label |string| Purely for readability, not accessed anywhere.}}&lt;br /&gt;
{{2da column| namestrref |int| String Ref ID of the name of the ability.}}&lt;br /&gt;
{{2da column| descstrref |int| String Ref ID of the description of the ability.}}&lt;br /&gt;
{{2da column| tooltipstrref |int| String Ref ID of the buff/deff format on mouse over. (Caution: Abilities with ID over 500000 is considered as debuff and will not take the format of normal buffs.) }}&lt;br /&gt;
{{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}}&lt;br /&gt;
{{2da column| icon|string| Name of the icon file, without extension.}}&lt;br /&gt;
{{2da column| abilitytype | int| See 2DA_Constants_H for what the numbers are. 1 - talent, 2 - spell, 3 - skill, 4 - item}}&lt;br /&gt;
{{2da column| abilitymode |int| }}&lt;br /&gt;
{{2da column| conditions |int| Flags that determine what conditions must be met before this ability can be used. 1 - 1h weapon, 2 - shield, 4 - ranged weapon, 8 - behind target, 16 - mode active, 32 - is humanoid, 64 - dual wielding, 128 - 2h weapon, 256 - dog, 512 - mana user}}&lt;br /&gt;
{{2da column| condition_mode | int| Seems to be the ID of a modal ability that must be active before this ability can be used.}}&lt;br /&gt;
{{2da column| condition_group |int| This links abilities. Use the lowest integer of the group. Whenever one of these abilities is used it will turn off the other linked abilities. So it makes it so that multiple modal abilities can't be activated at once.}}&lt;br /&gt;
{{2da column| cost| float| How much Mana/Stamina an ability will cost.}}&lt;br /&gt;
{{2da column| costupkeep |float| How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only)}}&lt;br /&gt;
{{2da column| prereqability |int | The ID of a prereq ability.}}&lt;br /&gt;
{{2da column| prereqlevel | int| Minimum character level to pick it up.}}&lt;br /&gt;
{{2da column| prereqattribute | int | Which attribute is a prereq for the ability. See [[properties.xls]] for what this number maps to.}}&lt;br /&gt;
{{2da column| prereqattvalue | int | The value the specified attribute has to be greater than.}}&lt;br /&gt;
{{2da column| guitype | int | This is the category that the ability is grouped into. Things like, &amp;quot;Creation&amp;quot; and &amp;quot;Primal&amp;quot;. See [[guitypes.xls]].}}&lt;br /&gt;
{{2da column| targettype | int | A bit operator which indicates which classes of targets the ability will affect. Check out the &amp;quot;_Control&amp;quot; tab of ABI_base.xls. Search for &amp;quot;Friendly Creature&amp;quot; and you'll get to the right values.}}&lt;br /&gt;
{{2da column| autotarget | int| If set to TRUE then it will automatically target a selected hostile or friendly creature. }}&lt;br /&gt;
{{2da column| range | int| Range 0 means melee, 1 close spell range, 2 moderate spell range, 3 long spell range, 4+ extremely long range.}}&lt;br /&gt;
{{2da column| speed |int|  This determines how long the ability takes to activate. 0 is instant, 1 will play the chosen Cast animation. 2+ will create an interruptable cast-bar and will play the Conjure animation for it's duration. Once the cast bar finishes filling the Cast animation will be played.}}&lt;br /&gt;
{{2da column| usetype |int | Whether the ability is a passive, toggle, or instant use. 2 is toggle, 3 is passive, 4 is instant use.}}&lt;br /&gt;
{{2da column| spellscript |string| This is the script that is run when the ability is used. Includes the file extension &amp;quot;.ncs&amp;quot;.}}&lt;br /&gt;
{{2da column| cooldown | float | The ability cooldown in seconds.}}&lt;br /&gt;
{{2da column| conjurevfx | int| This is the VFX that is played during the conjure stage of the ability. This is defined in [[VFX_base.xls]]. Best practices is to make one entry for each spell so that way the FX artists can make a unique VFX tweak to an ability easily.}}&lt;br /&gt;
{{2da column| blendtree | string| Set by animators for abilities that change the default animations of a PC or party member. E.g. when you use &amp;quot;Shield Wall&amp;quot; your idle becomes a defensive crouch using your shield prominently.}}&lt;br /&gt;
{{2da column| conjureanim | int | Which animation to play during the conjure sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| castanim | int | Which animation to play during the casting sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| projectile | int |  This is the model name for projectiles. See [[PRJ_base.xls]] for the integers. 1 is a common one for arrow.}}&lt;br /&gt;
{{2da column| autocancel | int| Obsolete }}&lt;br /&gt;
{{2da column| autodraw |int| This determines how the ability handles the drawn state of weapons. 0 will ignore weapon state, 1 will force the weapon to draw before use, and 2 will force a non-staff to sheathe before use.&lt;br /&gt;
Any spell with a speed higher than 1 should have this set to 2. The sheathing animation occurs during the conjuration phase without slowing it down, and putting away the weapon will prevent clipping.}}&lt;br /&gt;
{{2da column| threat_use|float| Obsolete}}&lt;br /&gt;
{{2da column| threat_impact|float| This is the amount of threat generated by each impact. May be obsolete.}}&lt;br /&gt;
{{2da column| aoe_type|int| 1 is a circle, 2 is a cone.}}&lt;br /&gt;
{{2da column| aoe_idx|int| Defined areas of effect. Located at [[VFX_base.xls]].}}&lt;br /&gt;
{{2da column| aoe_param1 |float| Either the radius of the circle or degree arc of the cone.}}&lt;br /&gt;
{{2da column| aoe_param2 |float| Obsolete}}&lt;br /&gt;
{{2da column| vfx_impact0| int| The VFX that is used at each impact. [[VFX_base.xls]]. See [[Ability_GetImpactLocationVfxId]]}}&lt;br /&gt;
{{2da column| vfx_impact1|int| This isn't used by the engine, but can be used as a constant in the scripts if you like. Many ITEMS use this to hold their VFX id to be used in scripting. See [[Ability_GetImpactObjectVfxId]]}}&lt;br /&gt;
{{2da column| flags |int|{{undocumented}} }}&lt;br /&gt;
{{2da column| showintactics| int| Set to 1 for abilities that PC or party members will want to use in the tactics system.}}&lt;br /&gt;
{{2da column| showinchargen |int| Set to 1 to allow it to show in a PC's list of available abilities. }}&lt;br /&gt;
{{2da column| passive_id |int| Refers to the ID in passive_abilities page of [[ABI_base.xls]] }}&lt;br /&gt;
{{2da column| crust_id | int| Obsolete}}&lt;br /&gt;
{{2da column| resistance |int | {{undocumented}} }} &lt;br /&gt;
{{2da column| damageinfo | int| {{undocumented}} }}&lt;br /&gt;
{{2da column| condition_appgroup|int|{{undocumented}} }}&lt;br /&gt;
{{2da column| ProcessWithEvent | int| If specified this ability does not use any of the normal ability functionality but instead fires and processes and event - meaning it even works when the game is paused. Use with care. }}&lt;br /&gt;
{{2da column| fatigue | float | If it is a modal ability, this determines the level of fatigue it will incur while active. }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_data worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_data}}&lt;br /&gt;
{{2da column| Label | comment | {{undocumented}} }}&lt;br /&gt;
{{2da column| bHostileint | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectImpact | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectResisted| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectDuration| float | positive: temporary. 0.0 instant. negative permanent }}&lt;br /&gt;
{{2da column| dmg_function | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param0 | float | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_type| int |&lt;br /&gt;
*const int DAMAGE_TYPE_INVALID                       - 0;&lt;br /&gt;
*const int DAMAGE_TYPE_PHYSICAL                      - 1;&lt;br /&gt;
*const int DAMAGE_TYPE_FIRE                          - 2;&lt;br /&gt;
*const int DAMAGE_TYPE_COLD                          - 3;&lt;br /&gt;
*const int DAMAGE_TYPE_ELECTRICITY                   - 4;&lt;br /&gt;
*const int DAMAGE_TYPE_POISON                        - 5;&lt;br /&gt;
*const int DAMAGE_TYPE_LETHAL                        - 6;&lt;br /&gt;
*const int DAMAGE_TYPE_TBD                           - 7;}}&lt;br /&gt;
{{2da column| dmg_flags | int |&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_NONE        - 0x00000000 ;&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_CRITICAL    - 0x00000001; //critical hit&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_DEATHBLOW   - 0x00000002; //death blow&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_UPDATE_GORE - 0x00000004; //update gore on attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_50    - 0x00000008; //leech 50% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_75    - 0x00000010; //leech 75% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_100   - 0x00000020; //leech 100% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_MANA  - 0x00000040; // mana is leeched instead of health}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_effects worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_effects}}&lt;br /&gt;
{{2da column| Label| string | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_label| comment | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int2| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int3| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float0| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float1| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_object0 |int| 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster}}&lt;br /&gt;
{{2da column| scaled_field |int| 0 - none, 1 - float0, 2 - float1}}&lt;br /&gt;
{{2da column| vfx| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| resistance| int |&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     - 32;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE  - 31;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   - 33;}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== passive_abilities worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|passive_abilities}}&lt;br /&gt;
{{2da column| Label | comment | }}&lt;br /&gt;
{{2da column| Prop1 |int| link to [[properties.xls]]}}&lt;br /&gt;
{{2da column| Modifier1|float| Modifier this applies onto the property}}&lt;br /&gt;
{{2da column| Prop2| int | }} &lt;br /&gt;
{{2da column| Modifier2| float | }} &lt;br /&gt;
{{2da column| Prop3| int | }} &lt;br /&gt;
{{2da column| Modifier3| float | }} &lt;br /&gt;
{{2da column| Comment| comment | Summary of the ability in human-readable form }} &lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12391</id>
		<title>ABI base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12391"/>
				<updated>2010-03-03T01:02:54Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* ABI_Base worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the 2DAs that integrate all talents and spells into the game. They set their names, icons, prerequesites, and various standard details of how they function (animations, cooldown period, etc.).&lt;br /&gt;
&lt;br /&gt;
When making abilities the best way to proceed is to copy the nearest analogous ability and then modify the specific columns you need to.&lt;br /&gt;
&lt;br /&gt;
During Dragon Age's development this file was automatically updated from an internal database. End user builders can update it manually.&lt;br /&gt;
&lt;br /&gt;
== ABI_Base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ABI_Base}}&lt;br /&gt;
{{2da column| label |string| Purely for readability, not accessed anywhere.}}&lt;br /&gt;
{{2da column| namestrref |int| String Ref ID of the name of the ability.}}&lt;br /&gt;
{{2da column| descstrref |int| String Ref ID of the description of the ability.}}&lt;br /&gt;
{{2da column| tooltipstrref |int| String Ref ID of the buff/deff format on mouse over. (Caution: Abilities with ID over 500000 is considered as debuff and will not take the format of normal buffs.) }}&lt;br /&gt;
{{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}}&lt;br /&gt;
{{2da column| icon|string| Name of the icon file, without extension.}}&lt;br /&gt;
{{2da column| abilitytype | int| See 2DA_Constants_H for what the numbers are. 1 - talent, 2 - spell, 3 - skill, 4 - item}}&lt;br /&gt;
{{2da column| abilitymode |int| }}&lt;br /&gt;
{{2da column| conditions |int| Flags that determine what conditions must be met before this ability can be used. 1 - 1h weapon, 2 - shield, 4 - ranged weapon, 8 - behind target, 16 - mode active, 32 - is humanoid, 64 - dual wielding, 128 - 2h weapon, 256 - dog, 512 - mana user}}&lt;br /&gt;
{{2da column| condition_mode | int| Seems to be the ID of a modal ability that must be active before this ability can be used.}}&lt;br /&gt;
{{2da column| condition_group |int| This links abilities. Use the lowest integer of the group. Whenever one of these abilities is used it will turn off the other linked abilities. So it makes it so that multiple modal abilities can't be activated at once.}}&lt;br /&gt;
{{2da column| cost| float| How much Mana/Stamina an ability will cost.}}&lt;br /&gt;
{{2da column| costupkeep |float| How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only)}}&lt;br /&gt;
{{2da column| prereqability |int | The ID of a prereq ability.}}&lt;br /&gt;
{{2da column| prereqlevel | int| Minimum character level to pick it up.}}&lt;br /&gt;
{{2da column| prereqattribute | int | Which attribute is a prereq for the ability. See [[properties.xls]] for what this number maps to.}}&lt;br /&gt;
{{2da column| prereqattvalue | int | The value the specified attribute has to be greater than.}}&lt;br /&gt;
{{2da column| guitype | int | This is the category that the ability is grouped into. Things like, &amp;quot;Creation&amp;quot; and &amp;quot;Primal&amp;quot;. See [[guitypes.xls]].}}&lt;br /&gt;
{{2da column| targettype | int | A bit operator which indicates which classes of targets the ability will affect. Check out the &amp;quot;_Control&amp;quot; tab of ABI_base.xls. Search for &amp;quot;Friendly Creature&amp;quot; and you'll get to the right values.}}&lt;br /&gt;
{{2da column| autotarget | int| If set to TRUE then it will automatically target a selected hostile or friendly creature. }}&lt;br /&gt;
{{2da column| range | int| Range 0 means melee, 1 close spell range, 2 moderate spell range, 3 long spell range, 4+ extremely long range.}}&lt;br /&gt;
{{2da column| speed |int|  This is the speed the ability is used at. 0 is instant, 1 will play the chosen Cast animation. 2+ will create an interruptable cast-bar and will play the Conjure animation for it's duration. Once the cast bar finishes filling the Cast animation will be played.}}&lt;br /&gt;
{{2da column| usetype |int | Whether the ability is a passive, toggle, or instant use. 2 is toggle, 3 is passive, 4 is instant use.}}&lt;br /&gt;
{{2da column| spellscript |string| This is the script that is run when the ability is used. Includes the file extension &amp;quot;.ncs&amp;quot;.}}&lt;br /&gt;
{{2da column| cooldown | float | The ability cooldown in seconds.}}&lt;br /&gt;
{{2da column| conjurevfx | int| This is the VFX that is played during the conjure stage of the ability. This is defined in [[VFX_base.xls]]. Best practices is to make one entry for each spell so that way the FX artists can make a unique VFX tweak to an ability easily.}}&lt;br /&gt;
{{2da column| blendtree | string| Set by animators for abilities that change the default animations of a PC or party member. E.g. when you use &amp;quot;Shield Wall&amp;quot; your idle becomes a defensive crouch using your shield prominently.}}&lt;br /&gt;
{{2da column| conjureanim | int | Which animation to play during the conjure sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| castanim | int | Which animation to play during the casting sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| projectile | int |  This is the model name for projectiles. See [[PRJ_base.xls]] for the integers. 1 is a common one for arrow.}}&lt;br /&gt;
{{2da column| autocancel | int| Obsolete }}&lt;br /&gt;
{{2da column| autodraw |int| This determines how the ability handles the drawn state of weapons. 0 will ignore weapon state, 1 will force the weapon to draw before use, and 2 will force a non-staff to sheathe before use.&lt;br /&gt;
Any spell with a speed higher than 1 should have this set to 2. The sheathing animation occurs during the conjuration phase without slowing it down, and putting away the weapon will prevent clipping.}}&lt;br /&gt;
{{2da column| threat_use|float| Obsolete}}&lt;br /&gt;
{{2da column| threat_impact|float| This is the amount of threat generated by each impact. May be obsolete.}}&lt;br /&gt;
{{2da column| aoe_type|int| 1 is a circle, 2 is a cone.}}&lt;br /&gt;
{{2da column| aoe_idx|int| Defined areas of effect. Located at [[VFX_base.xls]].}}&lt;br /&gt;
{{2da column| aoe_param1 |float| Either the radius of the circle or degree arc of the cone.}}&lt;br /&gt;
{{2da column| aoe_param2 |float| Obsolete}}&lt;br /&gt;
{{2da column| vfx_impact0| int| The VFX that is used at each impact. [[VFX_base.xls]]. See [[Ability_GetImpactLocationVfxId]]}}&lt;br /&gt;
{{2da column| vfx_impact1|int| This isn't used by the engine, but can be used as a constant in the scripts if you like. Many ITEMS use this to hold their VFX id to be used in scripting. See [[Ability_GetImpactObjectVfxId]]}}&lt;br /&gt;
{{2da column| flags |int|{{undocumented}} }}&lt;br /&gt;
{{2da column| showintactics| int| Set to 1 for abilities that PC or party members will want to use in the tactics system.}}&lt;br /&gt;
{{2da column| showinchargen |int| Set to 1 to allow it to show in a PC's list of available abilities. }}&lt;br /&gt;
{{2da column| passive_id |int| Refers to the ID in passive_abilities page of [[ABI_base.xls]] }}&lt;br /&gt;
{{2da column| crust_id | int| Obsolete}}&lt;br /&gt;
{{2da column| resistance |int | {{undocumented}} }} &lt;br /&gt;
{{2da column| damageinfo | int| {{undocumented}} }}&lt;br /&gt;
{{2da column| condition_appgroup|int|{{undocumented}} }}&lt;br /&gt;
{{2da column| ProcessWithEvent | int| If specified this ability does not use any of the normal ability functionality but instead fires and processes and event - meaning it even works when the game is paused. Use with care. }}&lt;br /&gt;
{{2da column| fatigue | float | If it is a modal ability, this determines the level of fatigue it will incur while active. }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_data worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_data}}&lt;br /&gt;
{{2da column| Label | comment | {{undocumented}} }}&lt;br /&gt;
{{2da column| bHostileint | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectImpact | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectResisted| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectDuration| float | positive: temporary. 0.0 instant. negative permanent }}&lt;br /&gt;
{{2da column| dmg_function | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param0 | float | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_type| int |&lt;br /&gt;
*const int DAMAGE_TYPE_INVALID                       - 0;&lt;br /&gt;
*const int DAMAGE_TYPE_PHYSICAL                      - 1;&lt;br /&gt;
*const int DAMAGE_TYPE_FIRE                          - 2;&lt;br /&gt;
*const int DAMAGE_TYPE_COLD                          - 3;&lt;br /&gt;
*const int DAMAGE_TYPE_ELECTRICITY                   - 4;&lt;br /&gt;
*const int DAMAGE_TYPE_POISON                        - 5;&lt;br /&gt;
*const int DAMAGE_TYPE_LETHAL                        - 6;&lt;br /&gt;
*const int DAMAGE_TYPE_TBD                           - 7;}}&lt;br /&gt;
{{2da column| dmg_flags | int |&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_NONE        - 0x00000000 ;&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_CRITICAL    - 0x00000001; //critical hit&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_DEATHBLOW   - 0x00000002; //death blow&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_UPDATE_GORE - 0x00000004; //update gore on attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_50    - 0x00000008; //leech 50% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_75    - 0x00000010; //leech 75% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_100   - 0x00000020; //leech 100% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_MANA  - 0x00000040; // mana is leeched instead of health}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_effects worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_effects}}&lt;br /&gt;
{{2da column| Label| string | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_label| comment | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int2| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int3| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float0| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float1| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_object0 |int| 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster}}&lt;br /&gt;
{{2da column| scaled_field |int| 0 - none, 1 - float0, 2 - float1}}&lt;br /&gt;
{{2da column| vfx| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| resistance| int |&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     - 32;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE  - 31;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   - 33;}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== passive_abilities worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|passive_abilities}}&lt;br /&gt;
{{2da column| Label | comment | }}&lt;br /&gt;
{{2da column| Prop1 |int| link to [[properties.xls]]}}&lt;br /&gt;
{{2da column| Modifier1|float| Modifier this applies onto the property}}&lt;br /&gt;
{{2da column| Prop2| int | }} &lt;br /&gt;
{{2da column| Modifier2| float | }} &lt;br /&gt;
{{2da column| Prop3| int | }} &lt;br /&gt;
{{2da column| Modifier3| float | }} &lt;br /&gt;
{{2da column| Comment| comment | Summary of the ability in human-readable form }} &lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12390</id>
		<title>ABI base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12390"/>
				<updated>2010-03-03T00:59:32Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* ABI_Base worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the 2DAs that integrate all talents and spells into the game. They set their names, icons, prerequesites, and various standard details of how they function (animations, cooldown period, etc.).&lt;br /&gt;
&lt;br /&gt;
When making abilities the best way to proceed is to copy the nearest analogous ability and then modify the specific columns you need to.&lt;br /&gt;
&lt;br /&gt;
During Dragon Age's development this file was automatically updated from an internal database. End user builders can update it manually.&lt;br /&gt;
&lt;br /&gt;
== ABI_Base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ABI_Base}}&lt;br /&gt;
{{2da column| label |string| Purely for readability, not accessed anywhere.}}&lt;br /&gt;
{{2da column| namestrref |int| String Ref ID of the name of the ability.}}&lt;br /&gt;
{{2da column| descstrref |int| String Ref ID of the description of the ability.}}&lt;br /&gt;
{{2da column| tooltipstrref |int| String Ref ID of the buff/deff format on mouse over. (Caution: Abilities with ID over 500000 is considered as debuff and will not take the format of normal buffs.) }}&lt;br /&gt;
{{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}}&lt;br /&gt;
{{2da column| icon|string| Name of the icon file, without extension.}}&lt;br /&gt;
{{2da column| abilitytype | int| See 2DA_Constants_H for what the numbers are. 1 - talent, 2 - spell, 3 - skill, 4 - item}}&lt;br /&gt;
{{2da column| abilitymode |int| }}&lt;br /&gt;
{{2da column| conditions |int| Flags that determine what conditions must be met before this ability can be used. 1 - 1h weapon, 2 - shield, 4 - ranged weapon, 8 - behind target, 16 - mode active, 32 - is humanoid, 64 - dual wielding, 128 - 2h weapon, 256 - dog, 512 - mana user}}&lt;br /&gt;
{{2da column| condition_mode | int| Seems to be the ID of a modal ability that must be active before this ability can be used.}}&lt;br /&gt;
{{2da column| condition_group |int| This links abilities. Use the lowest integer of the group. Whenever one of these abilities is used it will turn off the other linked abilities. So it makes it so that multiple modal abilities can't be activated at once.}}&lt;br /&gt;
{{2da column| cost| float| How much Mana/Stamina an ability will cost.}}&lt;br /&gt;
{{2da column| costupkeep |float| How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only)}}&lt;br /&gt;
{{2da column| prereqability |int | The ID of a prereq ability.}}&lt;br /&gt;
{{2da column| prereqlevel | int| Minimum character level to pick it up.}}&lt;br /&gt;
{{2da column| prereqattribute | int | Which attribute is a prereq for the ability. See [[properties.xls]] for what this number maps to.}}&lt;br /&gt;
{{2da column| prereqattvalue | int | The value the specified attribute has to be greater than.}}&lt;br /&gt;
{{2da column| guitype | int | This is the category that the ability is grouped into. Things like, &amp;quot;Creation&amp;quot; and &amp;quot;Primal&amp;quot;. See [[guitypes.xls]].}}&lt;br /&gt;
{{2da column| targettype | int | A bit operator which indicates which classes of targets the ability will affect. Check out the &amp;quot;_Control&amp;quot; tab of ABI_base.xls. Search for &amp;quot;Friendly Creature&amp;quot; and you'll get to the right values.}}&lt;br /&gt;
{{2da column| autotarget | int| If set to TRUE then it will automatically target a selected hostile or friendly creature. }}&lt;br /&gt;
{{2da column| range | int| Range 0 means melee, 1 close spell range, 2 moderate spell range, 3 long spell range, 4+ extremely long range.}}&lt;br /&gt;
{{2da column| speed |int|  This is the speed the ability is used at. 0 is instant, 1 will play the chosen Cast animation. 2+ will create an interruptable cast-bar which lasts for roughly as many seconds as the number chosen here, and will play the Conjure animation for it's duration. Once the cast bar finishes filling the Cast animation will be played.}}&lt;br /&gt;
{{2da column| usetype |int | Whether the ability is a passive, toggle, or instant use. 2 is toggle, 3 is passive, 4 is instant use.}}&lt;br /&gt;
{{2da column| spellscript |string| This is the script that is run when the ability is used. Includes the file extension &amp;quot;.ncs&amp;quot;.}}&lt;br /&gt;
{{2da column| cooldown | float | The ability cooldown in seconds.}}&lt;br /&gt;
{{2da column| conjurevfx | int| This is the VFX that is played during the conjure stage of the ability. This is defined in [[VFX_base.xls]]. Best practices is to make one entry for each spell so that way the FX artists can make a unique VFX tweak to an ability easily.}}&lt;br /&gt;
{{2da column| blendtree | string| Set by animators for abilities that change the default animations of a PC or party member. E.g. when you use &amp;quot;Shield Wall&amp;quot; your idle becomes a defensive crouch using your shield prominently.}}&lt;br /&gt;
{{2da column| conjureanim | int | Which animation to play during the conjure sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| castanim | int | Which animation to play during the casting sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| projectile | int |  This is the model name for projectiles. See [[PRJ_base.xls]] for the integers. 1 is a common one for arrow.}}&lt;br /&gt;
{{2da column| autocancel | int| Obsolete }}&lt;br /&gt;
{{2da column| autodraw |int| This determines how the ability handles the drawn state of weapons. 0 will ignore weapon state, 1 will force the weapon to draw before use, and 2 will force a non-staff to sheathe before use.&lt;br /&gt;
Any spell with a speed higher than 1 should have this set to 2. The sheathing animation occurs during the conjuration phase without slowing it down, and putting away the weapon will prevent clipping.}}&lt;br /&gt;
{{2da column| threat_use|float| Obsolete}}&lt;br /&gt;
{{2da column| threat_impact|float| This is the amount of threat generated by each impact. May be obsolete.}}&lt;br /&gt;
{{2da column| aoe_type|int| 1 is a circle, 2 is a cone.}}&lt;br /&gt;
{{2da column| aoe_idx|int| Defined areas of effect. Located at [[VFX_base.xls]].}}&lt;br /&gt;
{{2da column| aoe_param1 |float| Either the radius of the circle or degree arc of the cone.}}&lt;br /&gt;
{{2da column| aoe_param2 |float| Obsolete}}&lt;br /&gt;
{{2da column| vfx_impact0| int| The VFX that is used at each impact. [[VFX_base.xls]]. See [[Ability_GetImpactLocationVfxId]]}}&lt;br /&gt;
{{2da column| vfx_impact1|int| This isn't used by the engine, but can be used as a constant in the scripts if you like. Many ITEMS use this to hold their VFX id to be used in scripting. See [[Ability_GetImpactObjectVfxId]]}}&lt;br /&gt;
{{2da column| flags |int|{{undocumented}} }}&lt;br /&gt;
{{2da column| showintactics| int| Set to 1 for abilities that PC or party members will want to use in the tactics system.}}&lt;br /&gt;
{{2da column| showinchargen |int| Set to 1 to allow it to show in a PC's list of available abilities. }}&lt;br /&gt;
{{2da column| passive_id |int| Refers to the ID in passive_abilities page of [[ABI_base.xls]] }}&lt;br /&gt;
{{2da column| crust_id | int| Obsolete}}&lt;br /&gt;
{{2da column| resistance |int | {{undocumented}} }} &lt;br /&gt;
{{2da column| damageinfo | int| {{undocumented}} }}&lt;br /&gt;
{{2da column| condition_appgroup|int|{{undocumented}} }}&lt;br /&gt;
{{2da column| ProcessWithEvent | int| If specified this ability does not use any of the normal ability functionality but instead fires and processes and event - meaning it even works when the game is paused. Use with care. }}&lt;br /&gt;
{{2da column| fatigue | float | If it is a modal ability, this determines the level of fatigue it will incur while active. }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_data worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_data}}&lt;br /&gt;
{{2da column| Label | comment | {{undocumented}} }}&lt;br /&gt;
{{2da column| bHostileint | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectImpact | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectResisted| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectDuration| float | positive: temporary. 0.0 instant. negative permanent }}&lt;br /&gt;
{{2da column| dmg_function | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param0 | float | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_type| int |&lt;br /&gt;
*const int DAMAGE_TYPE_INVALID                       - 0;&lt;br /&gt;
*const int DAMAGE_TYPE_PHYSICAL                      - 1;&lt;br /&gt;
*const int DAMAGE_TYPE_FIRE                          - 2;&lt;br /&gt;
*const int DAMAGE_TYPE_COLD                          - 3;&lt;br /&gt;
*const int DAMAGE_TYPE_ELECTRICITY                   - 4;&lt;br /&gt;
*const int DAMAGE_TYPE_POISON                        - 5;&lt;br /&gt;
*const int DAMAGE_TYPE_LETHAL                        - 6;&lt;br /&gt;
*const int DAMAGE_TYPE_TBD                           - 7;}}&lt;br /&gt;
{{2da column| dmg_flags | int |&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_NONE        - 0x00000000 ;&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_CRITICAL    - 0x00000001; //critical hit&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_DEATHBLOW   - 0x00000002; //death blow&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_UPDATE_GORE - 0x00000004; //update gore on attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_50    - 0x00000008; //leech 50% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_75    - 0x00000010; //leech 75% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_100   - 0x00000020; //leech 100% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_MANA  - 0x00000040; // mana is leeched instead of health}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_effects worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_effects}}&lt;br /&gt;
{{2da column| Label| string | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_label| comment | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int2| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int3| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float0| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float1| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_object0 |int| 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster}}&lt;br /&gt;
{{2da column| scaled_field |int| 0 - none, 1 - float0, 2 - float1}}&lt;br /&gt;
{{2da column| vfx| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| resistance| int |&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     - 32;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE  - 31;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   - 33;}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== passive_abilities worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|passive_abilities}}&lt;br /&gt;
{{2da column| Label | comment | }}&lt;br /&gt;
{{2da column| Prop1 |int| link to [[properties.xls]]}}&lt;br /&gt;
{{2da column| Modifier1|float| Modifier this applies onto the property}}&lt;br /&gt;
{{2da column| Prop2| int | }} &lt;br /&gt;
{{2da column| Modifier2| float | }} &lt;br /&gt;
{{2da column| Prop3| int | }} &lt;br /&gt;
{{2da column| Modifier3| float | }} &lt;br /&gt;
{{2da column| Comment| comment | Summary of the ability in human-readable form }} &lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12378</id>
		<title>ABI base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12378"/>
				<updated>2010-03-02T22:58:45Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* ABI_Base worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the 2DAs that integrate all talents and spells into the game. They set their names, icons, prerequesites, and various standard details of how they function (animations, cooldown period, etc.).&lt;br /&gt;
&lt;br /&gt;
When making abilities the best way to proceed is to copy the nearest analogous ability and then modify the specific columns you need to.&lt;br /&gt;
&lt;br /&gt;
During Dragon Age's development this file was automatically updated from an internal database. End user builders can update it manually.&lt;br /&gt;
&lt;br /&gt;
== ABI_Base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ABI_Base}}&lt;br /&gt;
{{2da column| label |string| Purely for readability, not accessed anywhere.}}&lt;br /&gt;
{{2da column| namestrref |int| String Ref ID of the name of the ability.}}&lt;br /&gt;
{{2da column| descstrref |int| String Ref ID of the description of the ability.}}&lt;br /&gt;
{{2da column| tooltipstrref |int| String Ref ID of the buff/deff format on mouse over. (Caution: Abilities with ID over 500000 is considered as debuff and will not take the format of normal buffs.) }}&lt;br /&gt;
{{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}}&lt;br /&gt;
{{2da column| icon|string| Name of the icon file, without extension.}}&lt;br /&gt;
{{2da column| abilitytype | int| See 2DA_Constants_H for what the numbers are. 1 - talent, 2 - spell, 3 - skill, 4 - item}}&lt;br /&gt;
{{2da column| abilitymode |int| }}&lt;br /&gt;
{{2da column| conditions |int| Flags that determine what conditions must be met before this ability can be used. 1 - 1h weapon, 2 - shield, 4 - ranged weapon, 8 - behind target, 16 - mode active, 32 - is humanoid, 64 - dual wielding, 128 - 2h weapon, 256 - dog, 512 - mana user}}&lt;br /&gt;
{{2da column| condition_mode | int| Seems to be the ID of a modal ability that must be active before this ability can be used.}}&lt;br /&gt;
{{2da column| condition_group |int| This links abilities. Use the lowest integer of the group. Whenever one of these abilities is used it will turn off the other linked abilities. So it makes it so that multiple modal abilities can't be activated at once.}}&lt;br /&gt;
{{2da column| cost| float| How much Mana/Stamina an ability will cost.}}&lt;br /&gt;
{{2da column| costupkeep |float| How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only)}}&lt;br /&gt;
{{2da column| prereqability |int | The ID of a prereq ability.}}&lt;br /&gt;
{{2da column| prereqlevel | int| Minimum character level to pick it up.}}&lt;br /&gt;
{{2da column| prereqattribute | int | Which attribute is a prereq for the ability. See [[properties.xls]] for what this number maps to.}}&lt;br /&gt;
{{2da column| prereqattvalue | int | The value the specified attribute has to be greater than.}}&lt;br /&gt;
{{2da column| guitype | int | This is the category that the ability is grouped into. Things like, &amp;quot;Creation&amp;quot; and &amp;quot;Primal&amp;quot;. See [[guitypes.xls]].}}&lt;br /&gt;
{{2da column| targettype | int | A bit operator which indicates which classes of targets the ability will affect. Check out the &amp;quot;_Control&amp;quot; tab of ABI_base.xls. Search for &amp;quot;Friendly Creature&amp;quot; and you'll get to the right values.}}&lt;br /&gt;
{{2da column| autotarget | int| If set to TRUE then it will automatically target a selected hostile or friendly creature. }}&lt;br /&gt;
{{2da column| range | int| Range 0 means melee, 1 close spell range, 2 moderate spell range, 3 long spell range, 4+ extremely long range.}}&lt;br /&gt;
{{2da column| speed |int|  This is the speed the ability is used at. 0 is instant, 1 will play the chosen Cast animation. 2+ will create an interruptable cast-bar which lasts for roughly as many seconds as the number chosen here, and will play the Conjure animation for it's duration. Once the cast bar finishes filling the Cast animation will be played.}}&lt;br /&gt;
{{2da column| usetype |int | Whether the ability is a passive, toggle, or instant use. 2 is toggle, 3 is passive, 4 is instant use.}}&lt;br /&gt;
{{2da column| spellscript |string| This is the script that is run when the ability is used. Includes the file extension &amp;quot;.ncs&amp;quot;.}}&lt;br /&gt;
{{2da column| cooldown | float | The ability cooldown in seconds.}}&lt;br /&gt;
{{2da column| conjurevfx | int| This is the VFX that is played during the conjure stage of the ability. This is defined in [[VFX_base.xls]]. Best practices is to make one entry for each spell so that way the FX artists can make a unique VFX tweak to an ability easily.}}&lt;br /&gt;
{{2da column| blendtree | string| Set by animators for abilities that change the default animations of a PC or party member. E.g. when you use &amp;quot;Shield Wall&amp;quot; your idle becomes a defensive crouch using your shield prominently.}}&lt;br /&gt;
{{2da column| conjureanim | int | Which animation to play during the conjure sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| castanim | int | Which animation to play during the casting sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| projectile | int |  This is the model name for projectiles. See [[PRJ_base.xls]] for the integers. 1 is a common one for arrow.}}&lt;br /&gt;
{{2da column| autocancel | int| Obsolete }}&lt;br /&gt;
{{2da column| autodraw |int| Whether using this ability will automatically draw your weapon. 0 will ignore weapon state, 1 will force the weapon to draw before use, and 2 will force a non-staff to sheathe before use.}}&lt;br /&gt;
{{2da column| threat_use|float| Obsolete}}&lt;br /&gt;
{{2da column| threat_impact|float| This is the amount of threat generated by each impact. May be obsolete.}}&lt;br /&gt;
{{2da column| aoe_type|int| 1 is a circle, 2 is a cone.}}&lt;br /&gt;
{{2da column| aoe_idx|int| Defined areas of effect. Located at [[VFX_base.xls]].}}&lt;br /&gt;
{{2da column| aoe_param1 |float| Either the radius of the circle or degree arc of the cone.}}&lt;br /&gt;
{{2da column| aoe_param2 |float| Obsolete}}&lt;br /&gt;
{{2da column| vfx_impact0| int| The VFX that is used at each impact. [[VFX_base.xls]]. See [[Ability_GetImpactLocationVfxId]]}}&lt;br /&gt;
{{2da column| vfx_impact1|int| This isn't used by the engine, but can be used as a constant in the scripts if you like. Many ITEMS use this to hold their VFX id to be used in scripting. See [[Ability_GetImpactObjectVfxId]]}}&lt;br /&gt;
{{2da column| flags |int|{{undocumented}} }}&lt;br /&gt;
{{2da column| showintactics| int| Set to 1 for abilities that PC or party members will want to use in the tactics system.}}&lt;br /&gt;
{{2da column| showinchargen |int| Set to 1 to allow it to show in a PC's list of available abilities. }}&lt;br /&gt;
{{2da column| passive_id |int| Refers to the ID in passive_abilities page of [[ABI_base.xls]] }}&lt;br /&gt;
{{2da column| crust_id | int| Obsolete}}&lt;br /&gt;
{{2da column| resistance |int | {{undocumented}} }} &lt;br /&gt;
{{2da column| damageinfo | int| {{undocumented}} }}&lt;br /&gt;
{{2da column| condition_appgroup|int|{{undocumented}} }}&lt;br /&gt;
{{2da column| ProcessWithEvent | int| If specified this ability does not use any of the normal ability functionality but instead fires and processes and event - meaning it even works when the game is paused. Use with care. }}&lt;br /&gt;
{{2da column| fatigue | float | If it is a modal ability, this determines the level of fatigue it will incur while active. }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_data worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_data}}&lt;br /&gt;
{{2da column| Label | comment | {{undocumented}} }}&lt;br /&gt;
{{2da column| bHostileint | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectImpact | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectResisted| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectDuration| float | positive: temporary. 0.0 instant. negative permanent }}&lt;br /&gt;
{{2da column| dmg_function | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param0 | float | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_type| int |&lt;br /&gt;
*const int DAMAGE_TYPE_INVALID                       - 0;&lt;br /&gt;
*const int DAMAGE_TYPE_PHYSICAL                      - 1;&lt;br /&gt;
*const int DAMAGE_TYPE_FIRE                          - 2;&lt;br /&gt;
*const int DAMAGE_TYPE_COLD                          - 3;&lt;br /&gt;
*const int DAMAGE_TYPE_ELECTRICITY                   - 4;&lt;br /&gt;
*const int DAMAGE_TYPE_POISON                        - 5;&lt;br /&gt;
*const int DAMAGE_TYPE_LETHAL                        - 6;&lt;br /&gt;
*const int DAMAGE_TYPE_TBD                           - 7;}}&lt;br /&gt;
{{2da column| dmg_flags | int |&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_NONE        - 0x00000000 ;&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_CRITICAL    - 0x00000001; //critical hit&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_DEATHBLOW   - 0x00000002; //death blow&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_UPDATE_GORE - 0x00000004; //update gore on attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_50    - 0x00000008; //leech 50% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_75    - 0x00000010; //leech 75% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_100   - 0x00000020; //leech 100% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_MANA  - 0x00000040; // mana is leeched instead of health}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_effects worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_effects}}&lt;br /&gt;
{{2da column| Label| string | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_label| comment | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int2| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int3| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float0| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float1| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_object0 |int| 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster}}&lt;br /&gt;
{{2da column| scaled_field |int| 0 - none, 1 - float0, 2 - float1}}&lt;br /&gt;
{{2da column| vfx| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| resistance| int |&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     - 32;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE  - 31;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   - 33;}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== passive_abilities worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|passive_abilities}}&lt;br /&gt;
{{2da column| Label | comment | }}&lt;br /&gt;
{{2da column| Prop1 |int| link to [[properties.xls]]}}&lt;br /&gt;
{{2da column| Modifier1|float| Modifier this applies onto the property}}&lt;br /&gt;
{{2da column| Prop2| int | }} &lt;br /&gt;
{{2da column| Modifier2| float | }} &lt;br /&gt;
{{2da column| Prop3| int | }} &lt;br /&gt;
{{2da column| Modifier3| float | }} &lt;br /&gt;
{{2da column| Comment| comment | Summary of the ability in human-readable form }} &lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12267</id>
		<title>ABI base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12267"/>
				<updated>2010-03-02T00:24:14Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* ABI_Base worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the 2DAs that integrate all talents and spells into the game. They set their names, icons, prerequesites, and various standard details of how they function (animations, cooldown period, etc.).&lt;br /&gt;
&lt;br /&gt;
When making abilities the best way to proceed is to copy the nearest analogous ability and then modify the specific columns you need to.&lt;br /&gt;
&lt;br /&gt;
During Dragon Age's development this file was automatically updated from an internal database. End user builders can update it manually.&lt;br /&gt;
&lt;br /&gt;
== ABI_Base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ABI_Base}}&lt;br /&gt;
{{2da column| label |string| Purely for readability, not accessed anywhere.}}&lt;br /&gt;
{{2da column| namestrref |int| String Ref ID of the name of the ability.}}&lt;br /&gt;
{{2da column| descstrref |int| String Ref ID of the description of the ability.}}&lt;br /&gt;
{{2da column| tooltipstrref |int| String Ref ID of the buff/deff format on mouse over. (Caution: Abilities with ID over 500000 is considered as debuff and will not take the format of normal buffs.) }}&lt;br /&gt;
{{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}}&lt;br /&gt;
{{2da column| icon|string| Name of the icon file, without extension.}}&lt;br /&gt;
{{2da column| abilitytype | int| See 2DA_Constants_H for what the numbers are. 1 - talent, 2 - spell, 3 - skill, 4 - item}}&lt;br /&gt;
{{2da column| abilitymode |int| }}&lt;br /&gt;
{{2da column| conditions |int| Flags that determine what conditions must be met before this ability can be used. 1 - 1h weapon, 2 - shield, 4 - ranged weapon, 8 - behind target, 16 - mode active, 32 - is humanoid, 64 - dual wielding, 128 - 2h weapon, 256 - dog, 512 - mana user}}&lt;br /&gt;
{{2da column| condition_mode | int| Seems to be the ID of a modal ability that must be active before this ability can be used.}}&lt;br /&gt;
{{2da column| condition_group |int| This links abilities. Use the lowest integer of the group. Whenever one of these abilities is used it will turn off the other linked abilities. So it makes it so that multiple modal abilities can't be activated at once.}}&lt;br /&gt;
{{2da column| cost| float| How much Mana/Stamina an ability will cost.}}&lt;br /&gt;
{{2da column| costupkeep |float| How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only)}}&lt;br /&gt;
{{2da column| prereqability |int | The ID of a prereq ability.}}&lt;br /&gt;
{{2da column| prereqlevel | int| Minimum character level to pick it up.}}&lt;br /&gt;
{{2da column| prereqattribute | int | Which attribute is a prereq for the ability. See [[properties.xls]] for what this number maps to.}}&lt;br /&gt;
{{2da column| prereqattvalue | int | The value the specified attribute has to be greater than.}}&lt;br /&gt;
{{2da column| guitype | int | This is the category that the ability is grouped into. Things like, &amp;quot;Creation&amp;quot; and &amp;quot;Primal&amp;quot;. See [[guitypes.xls]].}}&lt;br /&gt;
{{2da column| targettype | int | A bit operator which indicates which classes of targets the ability will affect. Check out the &amp;quot;_Control&amp;quot; tab of ABI_base.xls. Search for &amp;quot;Friendly Creature&amp;quot; and you'll get to the right values.}}&lt;br /&gt;
{{2da column| autotarget | int| If set to TRUE then it will automatically target a selected hostile or friendly creature. }}&lt;br /&gt;
{{2da column| range | int| Range 0 means melee, 1 close spell range, 2 moderate spell range, 3 long spell range, 4+ extremely long range.}}&lt;br /&gt;
{{2da column| speed |int|  This is the speed the ability is used at. 0 is instant, 1 will play the chosen Cast animation. 2+ will create an interruptable cast-bar which lasts for roughly as many seconds as the number chosen here, and will play the Conjure animation for it's duration. Once the cast bar finishes filling the Cast animation will be played.}}&lt;br /&gt;
{{2da column| usetype |int | Whether the ability is a passive, toggle, or instant use. 2 is toggle, 3 is passive, 4 is instant use.}}&lt;br /&gt;
{{2da column| spellscript |string| This is the script that is run when the ability is used. Includes the file extension &amp;quot;.ncs&amp;quot;.}}&lt;br /&gt;
{{2da column| cooldown | float | The ability cooldown in seconds.}}&lt;br /&gt;
{{2da column| conjurevfx | int| This is the VFX that is played during the conjure stage of the ability. This is defined in [[VFX_base.xls]]. Best practices is to make one entry for each spell so that way the FX artists can make a unique VFX tweak to an ability easily.}}&lt;br /&gt;
{{2da column| blendtree | string| Set by animators for abilities that change the default animations of a PC or party member. E.g. when you use &amp;quot;Shield Wall&amp;quot; your idle becomes a defensive crouch using your shield prominently.}}&lt;br /&gt;
{{2da column| conjureanim | int | Which animation to play during the conjure sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| castanim | int | Which animation to play during the casting sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| projectile | int |  This is the model name for projectiles. See [[PRJ_base.xls]] for the integers. 1 is a common one for arrow.}}&lt;br /&gt;
{{2da column| autocancel | int| Obsolete }}&lt;br /&gt;
{{2da column| autodraw |int| Whether using this ability will automatically draw your weapon.}}&lt;br /&gt;
{{2da column| threat_use|float| Obsolete}}&lt;br /&gt;
{{2da column| threat_impact|float| This is the amount of threat generated by each impact. May be obsolete.}}&lt;br /&gt;
{{2da column| aoe_type|int| 1 is a circle, 2 is a cone.}}&lt;br /&gt;
{{2da column| aoe_idx|int| Defined areas of effect. Located at [[VFX_base.xls]].}}&lt;br /&gt;
{{2da column| aoe_param1 |float| Either the radius of the circle or degree arc of the cone.}}&lt;br /&gt;
{{2da column| aoe_param2 |float| Obsolete}}&lt;br /&gt;
{{2da column| vfx_impact0| int| The VFX that is used at each impact. [[VFX_base.xls]]. See [[Ability_GetImpactLocationVfxId]]}}&lt;br /&gt;
{{2da column| vfx_impact1|int| This isn't used by the engine, but can be used as a constant in the scripts if you like. Many ITEMS use this to hold their VFX id to be used in scripting. See [[Ability_GetImpactObjectVfxId]]}}&lt;br /&gt;
{{2da column| flags |int|{{undocumented}} }}&lt;br /&gt;
{{2da column| showintactics| int| Set to 1 for abilities that PC or party members will want to use in the tactics system.}}&lt;br /&gt;
{{2da column| showinchargen |int| Set to 1 to allow it to show in a PC's list of available abilities. }}&lt;br /&gt;
{{2da column| passive_id |int| Refers to the ID in passive_abilities page of [[ABI_base.xls]] }}&lt;br /&gt;
{{2da column| crust_id | int| Obsolete}}&lt;br /&gt;
{{2da column| resistance |int | {{undocumented}} }} &lt;br /&gt;
{{2da column| damageinfo | int| {{undocumented}} }}&lt;br /&gt;
{{2da column| condition_appgroup|int|{{undocumented}} }}&lt;br /&gt;
{{2da column| ProcessWithEvent | int| If specified this ability does not use any of the normal ability functionality but instead fires and processes and event - meaning it even works when the game is paused. Use with care. }}&lt;br /&gt;
{{2da column| fatigue | float | If it is a modal ability, this determines the level of fatigue it will incur while active. }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_data worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_data}}&lt;br /&gt;
{{2da column| Label | comment | {{undocumented}} }}&lt;br /&gt;
{{2da column| bHostileint | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectImpact | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectResisted| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectDuration| float | positive: temporary. 0.0 instant. negative permanent }}&lt;br /&gt;
{{2da column| dmg_function | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param0 | float | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_type| int |&lt;br /&gt;
*const int DAMAGE_TYPE_INVALID                       - 0;&lt;br /&gt;
*const int DAMAGE_TYPE_PHYSICAL                      - 1;&lt;br /&gt;
*const int DAMAGE_TYPE_FIRE                          - 2;&lt;br /&gt;
*const int DAMAGE_TYPE_COLD                          - 3;&lt;br /&gt;
*const int DAMAGE_TYPE_ELECTRICITY                   - 4;&lt;br /&gt;
*const int DAMAGE_TYPE_POISON                        - 5;&lt;br /&gt;
*const int DAMAGE_TYPE_LETHAL                        - 6;&lt;br /&gt;
*const int DAMAGE_TYPE_TBD                           - 7;}}&lt;br /&gt;
{{2da column| dmg_flags | int |&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_NONE        - 0x00000000 ;&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_CRITICAL    - 0x00000001; //critical hit&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_DEATHBLOW   - 0x00000002; //death blow&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_UPDATE_GORE - 0x00000004; //update gore on attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_50    - 0x00000008; //leech 50% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_75    - 0x00000010; //leech 75% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_100   - 0x00000020; //leech 100% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_MANA  - 0x00000040; // mana is leeched instead of health}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_effects worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_effects}}&lt;br /&gt;
{{2da column| Label| string | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_label| comment | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int2| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int3| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float0| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float1| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_object0 |int| 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster}}&lt;br /&gt;
{{2da column| scaled_field |int| 0 - none, 1 - float0, 2 - float1}}&lt;br /&gt;
{{2da column| vfx| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| resistance| int |&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     - 32;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE  - 31;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   - 33;}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== passive_abilities worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|passive_abilities}}&lt;br /&gt;
{{2da column| Label | comment | }}&lt;br /&gt;
{{2da column| Prop1 |int| link to [[properties.xls]]}}&lt;br /&gt;
{{2da column| Modifier1|float| Modifier this applies onto the property}}&lt;br /&gt;
{{2da column| Prop2| int | }} &lt;br /&gt;
{{2da column| Modifier2| float | }} &lt;br /&gt;
{{2da column| Prop3| int | }} &lt;br /&gt;
{{2da column| Modifier3| float | }} &lt;br /&gt;
{{2da column| Comment| comment | Summary of the ability in human-readable form }} &lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12266</id>
		<title>ABI base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12266"/>
				<updated>2010-03-02T00:21:53Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* ABI_Base worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the 2DAs that integrate all talents and spells into the game. They set their names, icons, prerequesites, and various standard details of how they function (animations, cooldown period, etc.).&lt;br /&gt;
&lt;br /&gt;
When making abilities the best way to proceed is to copy the nearest analogous ability and then modify the specific columns you need to.&lt;br /&gt;
&lt;br /&gt;
During Dragon Age's development this file was automatically updated from an internal database. End user builders can update it manually.&lt;br /&gt;
&lt;br /&gt;
== ABI_Base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ABI_Base}}&lt;br /&gt;
{{2da column| label |string| Purely for readability, not accessed anywhere.}}&lt;br /&gt;
{{2da column| namestrref |int| String Ref ID of the name of the ability.}}&lt;br /&gt;
{{2da column| descstrref |int| String Ref ID of the description of the ability.}}&lt;br /&gt;
{{2da column| tooltipstrref |int| String Ref ID of the buff/deff format on mouse over. (Caution: Abilities with ID over 500000 is considered as debuff and will not take the format of normal buffs.) }}&lt;br /&gt;
{{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}}&lt;br /&gt;
{{2da column| icon|string| Name of the icon file, without extension.}}&lt;br /&gt;
{{2da column| abilitytype | int| See 2DA_Constants_H for what the numbers are. 1 - talent, 2 - spell, 3 - skill, 4 - item}}&lt;br /&gt;
{{2da column| abilitymode |int| }}&lt;br /&gt;
{{2da column| conditions |int| Flags that determine what conditions must be met before this ability can be used. 1 - 1h weapon, 2 - shield, 4 - ranged weapon, 8 - behind target, 16 - mode active, 32 - is humanoid, 64 - dual wielding, 128 - 2h weapon, 256 - dog, 512 - mana user}}&lt;br /&gt;
{{2da column| condition_mode | int| Seems to be the ID of a modal ability that must be active before this ability can be used.}}&lt;br /&gt;
{{2da column| condition_group |int| This links abilities. Use the lowest integer of the group. Whenever one of these abilities is used it will turn off the other linked abilities. So it makes it so that multiple modal abilities can't be activated at once.}}&lt;br /&gt;
{{2da column| cost| float| How much Mana/Stamina an ability will cost.}}&lt;br /&gt;
{{2da column| costupkeep |float| How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only)}}&lt;br /&gt;
{{2da column| prereqability |int | The ID of a prereq ability.}}&lt;br /&gt;
{{2da column| prereqlevel | int| Minimum character level to pick it up.}}&lt;br /&gt;
{{2da column| prereqattribute | int | Which attribute is a prereq for the ability. See [[properties.xls]] for what this number maps to.}}&lt;br /&gt;
{{2da column| prereqattvalue | int | The value the specified attribute has to be greater than.}}&lt;br /&gt;
{{2da column| guitype | int | This is the category that the ability is grouped into. Things like, &amp;quot;Creation&amp;quot; and &amp;quot;Primal&amp;quot;. See [[guitypes.xls]].}}&lt;br /&gt;
{{2da column| targettype | int | A bit operator which indicates which classes of targets the ability will affect. Check out the &amp;quot;_Control&amp;quot; tab of ABI_base.xls. Search for &amp;quot;Friendly Creature&amp;quot; and you'll get to the right values.}}&lt;br /&gt;
{{2da column| autotarget | int| If set to TRUE then it will automatically target a selected hostile or friendly creature. }}&lt;br /&gt;
{{2da column| range | int| Range 0 means melee, 1 close spell range, 2 moderate spell range, 3 long spell range, 4+ extremely long range.}}&lt;br /&gt;
{{2da column| speed |int|  This is the speed the ability is used at. 0 is instant, 1 is quick. 2+ will create an interruptable cast-bar which lasts for roughly as many seconds as the number chosen here, and will play the Conjure animation for it's duration.}}&lt;br /&gt;
{{2da column| usetype |int | Whether the ability is a passive, toggle, or instant use. 2 is toggle, 3 is passive, 4 is instant use.}}&lt;br /&gt;
{{2da column| spellscript |string| This is the script that is run when the ability is used. Includes the file extension &amp;quot;.ncs&amp;quot;.}}&lt;br /&gt;
{{2da column| cooldown | float | The ability cooldown in seconds.}}&lt;br /&gt;
{{2da column| conjurevfx | int| This is the VFX that is played during the conjure stage of the ability. This is defined in [[VFX_base.xls]]. Best practices is to make one entry for each spell so that way the FX artists can make a unique VFX tweak to an ability easily.}}&lt;br /&gt;
{{2da column| blendtree | string| Set by animators for abilities that change the default animations of a PC or party member. E.g. when you use &amp;quot;Shield Wall&amp;quot; your idle becomes a defensive crouch using your shield prominently.}}&lt;br /&gt;
{{2da column| conjureanim | int | Which animation to play during the conjure sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| castanim | int | Which animation to play during the casting sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| projectile | int |  This is the model name for projectiles. See [[PRJ_base.xls]] for the integers. 1 is a common one for arrow.}}&lt;br /&gt;
{{2da column| autocancel | int| Obsolete }}&lt;br /&gt;
{{2da column| autodraw |int| Whether using this ability will automatically draw your weapon.}}&lt;br /&gt;
{{2da column| threat_use|float| Obsolete}}&lt;br /&gt;
{{2da column| threat_impact|float| This is the amount of threat generated by each impact. May be obsolete.}}&lt;br /&gt;
{{2da column| aoe_type|int| 1 is a circle, 2 is a cone.}}&lt;br /&gt;
{{2da column| aoe_idx|int| Defined areas of effect. Located at [[VFX_base.xls]].}}&lt;br /&gt;
{{2da column| aoe_param1 |float| Either the radius of the circle or degree arc of the cone.}}&lt;br /&gt;
{{2da column| aoe_param2 |float| Obsolete}}&lt;br /&gt;
{{2da column| vfx_impact0| int| The VFX that is used at each impact. [[VFX_base.xls]]. See [[Ability_GetImpactLocationVfxId]]}}&lt;br /&gt;
{{2da column| vfx_impact1|int| This isn't used by the engine, but can be used as a constant in the scripts if you like. Many ITEMS use this to hold their VFX id to be used in scripting. See [[Ability_GetImpactObjectVfxId]]}}&lt;br /&gt;
{{2da column| flags |int|{{undocumented}} }}&lt;br /&gt;
{{2da column| showintactics| int| Set to 1 for abilities that PC or party members will want to use in the tactics system.}}&lt;br /&gt;
{{2da column| showinchargen |int| Set to 1 to allow it to show in a PC's list of available abilities. }}&lt;br /&gt;
{{2da column| passive_id |int| Refers to the ID in passive_abilities page of [[ABI_base.xls]] }}&lt;br /&gt;
{{2da column| crust_id | int| Obsolete}}&lt;br /&gt;
{{2da column| resistance |int | {{undocumented}} }} &lt;br /&gt;
{{2da column| damageinfo | int| {{undocumented}} }}&lt;br /&gt;
{{2da column| condition_appgroup|int|{{undocumented}} }}&lt;br /&gt;
{{2da column| ProcessWithEvent | int| If specified this ability does not use any of the normal ability functionality but instead fires and processes and event - meaning it even works when the game is paused. Use with care. }}&lt;br /&gt;
{{2da column| fatigue | float | If it is a modal ability, this determines the level of fatigue it will incur while active. }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_data worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_data}}&lt;br /&gt;
{{2da column| Label | comment | {{undocumented}} }}&lt;br /&gt;
{{2da column| bHostileint | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectImpact | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectResisted| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectDuration| float | positive: temporary. 0.0 instant. negative permanent }}&lt;br /&gt;
{{2da column| dmg_function | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param0 | float | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_type| int |&lt;br /&gt;
*const int DAMAGE_TYPE_INVALID                       - 0;&lt;br /&gt;
*const int DAMAGE_TYPE_PHYSICAL                      - 1;&lt;br /&gt;
*const int DAMAGE_TYPE_FIRE                          - 2;&lt;br /&gt;
*const int DAMAGE_TYPE_COLD                          - 3;&lt;br /&gt;
*const int DAMAGE_TYPE_ELECTRICITY                   - 4;&lt;br /&gt;
*const int DAMAGE_TYPE_POISON                        - 5;&lt;br /&gt;
*const int DAMAGE_TYPE_LETHAL                        - 6;&lt;br /&gt;
*const int DAMAGE_TYPE_TBD                           - 7;}}&lt;br /&gt;
{{2da column| dmg_flags | int |&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_NONE        - 0x00000000 ;&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_CRITICAL    - 0x00000001; //critical hit&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_DEATHBLOW   - 0x00000002; //death blow&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_UPDATE_GORE - 0x00000004; //update gore on attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_50    - 0x00000008; //leech 50% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_75    - 0x00000010; //leech 75% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_100   - 0x00000020; //leech 100% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_MANA  - 0x00000040; // mana is leeched instead of health}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_effects worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_effects}}&lt;br /&gt;
{{2da column| Label| string | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_label| comment | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int2| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int3| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float0| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float1| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_object0 |int| 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster}}&lt;br /&gt;
{{2da column| scaled_field |int| 0 - none, 1 - float0, 2 - float1}}&lt;br /&gt;
{{2da column| vfx| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| resistance| int |&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     - 32;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE  - 31;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   - 33;}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== passive_abilities worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|passive_abilities}}&lt;br /&gt;
{{2da column| Label | comment | }}&lt;br /&gt;
{{2da column| Prop1 |int| link to [[properties.xls]]}}&lt;br /&gt;
{{2da column| Modifier1|float| Modifier this applies onto the property}}&lt;br /&gt;
{{2da column| Prop2| int | }} &lt;br /&gt;
{{2da column| Modifier2| float | }} &lt;br /&gt;
{{2da column| Prop3| int | }} &lt;br /&gt;
{{2da column| Modifier3| float | }} &lt;br /&gt;
{{2da column| Comment| comment | Summary of the ability in human-readable form }} &lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12265</id>
		<title>ABI base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12265"/>
				<updated>2010-03-02T00:17:20Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* ABI_Base worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the 2DAs that integrate all talents and spells into the game. They set their names, icons, prerequesites, and various standard details of how they function (animations, cooldown period, etc.).&lt;br /&gt;
&lt;br /&gt;
When making abilities the best way to proceed is to copy the nearest analogous ability and then modify the specific columns you need to.&lt;br /&gt;
&lt;br /&gt;
During Dragon Age's development this file was automatically updated from an internal database. End user builders can update it manually.&lt;br /&gt;
&lt;br /&gt;
== ABI_Base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ABI_Base}}&lt;br /&gt;
{{2da column| label |string| Purely for readability, not accessed anywhere.}}&lt;br /&gt;
{{2da column| namestrref |int| String Ref ID of the name of the ability.}}&lt;br /&gt;
{{2da column| descstrref |int| String Ref ID of the description of the ability.}}&lt;br /&gt;
{{2da column| tooltipstrref |int| String Ref ID of the buff/deff format on mouse over. (Caution: Abilities with ID over 500000 is considered as debuff and will not take the format of normal buffs.) }}&lt;br /&gt;
{{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}}&lt;br /&gt;
{{2da column| icon|string| Name of the icon file, without extension.}}&lt;br /&gt;
{{2da column| abilitytype | int| See 2DA_Constants_H for what the numbers are. 1 - talent, 2 - spell, 3 - skill, 4 - item}}&lt;br /&gt;
{{2da column| abilitymode |int| }}&lt;br /&gt;
{{2da column| conditions |int| Flags that determine what conditions must be met before this ability can be used. 1 - 1h weapon, 2 - shield, 4 - ranged weapon, 8 - behind target, 16 - mode active, 32 - is humanoid, 64 - dual wielding, 128 - 2h weapon, 256 - dog, 512 - mana user}}&lt;br /&gt;
{{2da column| condition_mode | int| Seems to be the ID of a modal ability that must be active before this ability can be used.}}&lt;br /&gt;
{{2da column| condition_group |int| This links abilities. Use the lowest integer of the group. Whenever one of these abilities is used it will turn off the other linked abilities. So it makes it so that multiple modal abilities can't be activated at once.}}&lt;br /&gt;
{{2da column| cost| float| How much Mana/Stamina an ability will cost.}}&lt;br /&gt;
{{2da column| costupkeep |float| How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only)}}&lt;br /&gt;
{{2da column| prereqability |int | The ID of a prereq ability.}}&lt;br /&gt;
{{2da column| prereqlevel | int| Minimum character level to pick it up.}}&lt;br /&gt;
{{2da column| prereqattribute | int | Which attribute is a prereq for the ability. See [[properties.xls]] for what this number maps to.}}&lt;br /&gt;
{{2da column| prereqattvalue | int | The value the specified attribute has to be greater than.}}&lt;br /&gt;
{{2da column| guitype | int | This is the category that the ability is grouped into. Things like, &amp;quot;Creation&amp;quot; and &amp;quot;Primal&amp;quot;. See [[guitypes.xls]].}}&lt;br /&gt;
{{2da column| targettype | int | A bit operator which indicates which classes of targets the ability will affect. Check out the &amp;quot;_Control&amp;quot; tab of ABI_base.xls. Search for &amp;quot;Friendly Creature&amp;quot; and you'll get to the right values.}}&lt;br /&gt;
{{2da column| autotarget | int| If set to TRUE then it will automatically target a selected hostile or friendly creature. }}&lt;br /&gt;
{{2da column| range | int| Range 0 means melee, 1 close spell range, 2 moderate spell range, 3 long spell range, 4+ extremely long range.}}&lt;br /&gt;
{{2da column| speed |int|  This is the speed the ability is used at. 0 is instant, 1 is quick, 2 is slow, 3+ is too slow to be fun.}}&lt;br /&gt;
{{2da column| usetype |int | Whether the ability is a passive, toggle, or instant use. 2 is toggle, 3 is passive, 4 is instant use.}}&lt;br /&gt;
{{2da column| spellscript |string| This is the script that is run when the ability is used. Includes the file extension &amp;quot;.ncs&amp;quot;.}}&lt;br /&gt;
{{2da column| cooldown | float | The ability cooldown in seconds.}}&lt;br /&gt;
{{2da column| conjurevfx | int| This is the VFX that is played during the conjure stage of the ability. This is defined in [[VFX_base.xls]]. Best practices is to make one entry for each spell so that way the FX artists can make a unique VFX tweak to an ability easily.}}&lt;br /&gt;
{{2da column| blendtree | string| Set by animators for abilities that change the default animations of a PC or party member. E.g. when you use &amp;quot;Shield Wall&amp;quot; your idle becomes a defensive crouch using your shield prominently.}}&lt;br /&gt;
{{2da column| conjureanim | int | Which animation to play during the conjure sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| castanim | int | Which animation to play during the casting sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| projectile | int |  This is the model name for projectiles. See [[PRJ_base.xls]] for the integers. 1 is a common one for arrow.}}&lt;br /&gt;
{{2da column| autocancel | int| Obsolete }}&lt;br /&gt;
{{2da column| autodraw |int| Whether using this ability will automatically draw your weapon.}}&lt;br /&gt;
{{2da column| threat_use|float| Obsolete}}&lt;br /&gt;
{{2da column| threat_impact|float| This is the amount of threat generated by each impact. May be obsolete.}}&lt;br /&gt;
{{2da column| aoe_type|int| 1 is a circle, 2 is a cone.}}&lt;br /&gt;
{{2da column| aoe_idx|int| Defined areas of effect. Located at [[VFX_base.xls]].}}&lt;br /&gt;
{{2da column| aoe_param1 |float| Either the radius of the circle or degree arc of the cone.}}&lt;br /&gt;
{{2da column| aoe_param2 |float| Obsolete}}&lt;br /&gt;
{{2da column| vfx_impact0| int| The VFX that is used at each impact. [[VFX_base.xls]]. See [[Ability_GetImpactLocationVfxId]]}}&lt;br /&gt;
{{2da column| vfx_impact1|int| This isn't used by the engine, but can be used as a constant in the scripts if you like. Many ITEMS use this to hold their VFX id to be used in scripting. See [[Ability_GetImpactObjectVfxId]]}}&lt;br /&gt;
{{2da column| flags |int|{{undocumented}} }}&lt;br /&gt;
{{2da column| showintactics| int| Set to 1 for abilities that PC or party members will want to use in the tactics system.}}&lt;br /&gt;
{{2da column| showinchargen |int| Set to 1 to allow it to show in a PC's list of available abilities. }}&lt;br /&gt;
{{2da column| passive_id |int| Refers to the ID in passive_abilities page of [[ABI_base.xls]] }}&lt;br /&gt;
{{2da column| crust_id | int| Obsolete}}&lt;br /&gt;
{{2da column| resistance |int | {{undocumented}} }} &lt;br /&gt;
{{2da column| damageinfo | int| {{undocumented}} }}&lt;br /&gt;
{{2da column| condition_appgroup|int|{{undocumented}} }}&lt;br /&gt;
{{2da column| ProcessWithEvent | int| If specified this ability does not use any of the normal ability functionality but instead fires and processes and event - meaning it even works when the game is paused. Use with care. }}&lt;br /&gt;
{{2da column| fatigue | float | If it is a modal ability, this determines the level of fatigue it will incur while active. }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_data worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_data}}&lt;br /&gt;
{{2da column| Label | comment | {{undocumented}} }}&lt;br /&gt;
{{2da column| bHostileint | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectImpact | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectResisted| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectDuration| float | positive: temporary. 0.0 instant. negative permanent }}&lt;br /&gt;
{{2da column| dmg_function | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param0 | float | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_type| int |&lt;br /&gt;
*const int DAMAGE_TYPE_INVALID                       - 0;&lt;br /&gt;
*const int DAMAGE_TYPE_PHYSICAL                      - 1;&lt;br /&gt;
*const int DAMAGE_TYPE_FIRE                          - 2;&lt;br /&gt;
*const int DAMAGE_TYPE_COLD                          - 3;&lt;br /&gt;
*const int DAMAGE_TYPE_ELECTRICITY                   - 4;&lt;br /&gt;
*const int DAMAGE_TYPE_POISON                        - 5;&lt;br /&gt;
*const int DAMAGE_TYPE_LETHAL                        - 6;&lt;br /&gt;
*const int DAMAGE_TYPE_TBD                           - 7;}}&lt;br /&gt;
{{2da column| dmg_flags | int |&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_NONE        - 0x00000000 ;&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_CRITICAL    - 0x00000001; //critical hit&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_DEATHBLOW   - 0x00000002; //death blow&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_UPDATE_GORE - 0x00000004; //update gore on attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_50    - 0x00000008; //leech 50% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_75    - 0x00000010; //leech 75% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_100   - 0x00000020; //leech 100% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_MANA  - 0x00000040; // mana is leeched instead of health}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_effects worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_effects}}&lt;br /&gt;
{{2da column| Label| string | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_label| comment | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int2| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int3| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float0| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float1| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_object0 |int| 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster}}&lt;br /&gt;
{{2da column| scaled_field |int| 0 - none, 1 - float0, 2 - float1}}&lt;br /&gt;
{{2da column| vfx| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| resistance| int |&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     - 32;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE  - 31;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   - 33;}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== passive_abilities worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|passive_abilities}}&lt;br /&gt;
{{2da column| Label | comment | }}&lt;br /&gt;
{{2da column| Prop1 |int| link to [[properties.xls]]}}&lt;br /&gt;
{{2da column| Modifier1|float| Modifier this applies onto the property}}&lt;br /&gt;
{{2da column| Prop2| int | }} &lt;br /&gt;
{{2da column| Modifier2| float | }} &lt;br /&gt;
{{2da column| Prop3| int | }} &lt;br /&gt;
{{2da column| Modifier3| float | }} &lt;br /&gt;
{{2da column| Comment| comment | Summary of the ability in human-readable form }} &lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12262</id>
		<title>ABI base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12262"/>
				<updated>2010-03-01T18:58:33Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* ABI_Base worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the 2DAs that integrate all talents and spells into the game. They set their names, icons, prerequesites, and various standard details of how they function (animations, cooldown period, etc.).&lt;br /&gt;
&lt;br /&gt;
When making abilities the best way to proceed is to copy the nearest analogous ability and then modify the specific columns you need to.&lt;br /&gt;
&lt;br /&gt;
During Dragon Age's development this file was automatically updated from an internal database. End user builders can update it manually.&lt;br /&gt;
&lt;br /&gt;
== ABI_Base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ABI_Base}}&lt;br /&gt;
{{2da column| label |string| Purely for readability, not accessed anywhere.}}&lt;br /&gt;
{{2da column| namestrref |int| String Ref ID of the name of the ability.}}&lt;br /&gt;
{{2da column| descstrref |int| String Ref ID of the description of the ability.}}&lt;br /&gt;
{{2da column| tooltipstrref |int| String Ref ID of the buff/deff format on mouse over. (Caution: Abilities with ID over 500000 is considered as debuff and will not take the format of normal buffs.) }}&lt;br /&gt;
{{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}}&lt;br /&gt;
{{2da column| icon|string| Name of the icon file, without extension.}}&lt;br /&gt;
{{2da column| abilitytype | int| See 2DA_Constants_H for what the numbers are. 1 - talent, 2 - spell, 3 - skill, 4 - item}}&lt;br /&gt;
{{2da column| abilitymode |int| }}&lt;br /&gt;
{{2da column| conditions |int| Flags that determine what conditions must be met before this ability can be used. 1 - 1h weapon, 2 - shield, 4 - ranged weapon, 8 - behind target, 16 - mode active, 32 - is humanoid, 64 - dual wielding, 128 - 2h weapon, 256 - dog, 512 - mana user}}&lt;br /&gt;
{{2da column| condition_mode | int| Seems to be the ID of a modal ability that must be active before this ability can be used.}}&lt;br /&gt;
{{2da column| condition_group |int| This links abilities. Use the lowest integer of the group. Whenever one of these abilities is used it will turn off the other linked abilities. So it makes it so that multiple modal abilities can't be activated at once.}}&lt;br /&gt;
{{2da column| cost| float| How much Mana/Stamina an ability will cost.}}&lt;br /&gt;
{{2da column| costupkeep |float| How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only)}}&lt;br /&gt;
{{2da column| prereqability |int | The ID of a prereq ability.}}&lt;br /&gt;
{{2da column| prereqlevel | int| Minimum character level to pick it up.}}&lt;br /&gt;
{{2da column| prereqattribute | int | Which attribute is a prereq for the ability. See [[properties.xls]] for what this number maps to.}}&lt;br /&gt;
{{2da column| prereqattvalue | int | The value the specified attribute has to be greater than.}}&lt;br /&gt;
{{2da column| guitype | int | This is the category that the ability is grouped into. Things like, &amp;quot;Creation&amp;quot; and &amp;quot;Primal&amp;quot;. See [[guitypes.xls]].}}&lt;br /&gt;
{{2da column| targettype | int | A bit operator which indicates which classes of targets the ability will affect. Check out the &amp;quot;_Control&amp;quot; tab of ABI_base.xls. Search for &amp;quot;Friendly Creature&amp;quot; and you'll get to the right values.}}&lt;br /&gt;
{{2da column| autotarget | int| If set to TRUE then it will automatically target a selected hostile or friendly creature. }}&lt;br /&gt;
{{2da column| range | int| Range 1 means melee, 2 close spell range, 3 long spell range. 4+ should be used only with care.}}&lt;br /&gt;
{{2da column| speed |int|  This is the speed the ability is used at. 0 is instant, 1 is quick, 2 is slow, 3+ is too slow to be fun.}}&lt;br /&gt;
{{2da column| usetype |int | Whether the ability is a passive, toggle, or instant use. 2 is toggle, 3 is passive, 4 is instant use.}}&lt;br /&gt;
{{2da column| spellscript |string| This is the script that is run when the ability is used. Includes the file extension &amp;quot;.ncs&amp;quot;.}}&lt;br /&gt;
{{2da column| cooldown | float | The ability cooldown in seconds.}}&lt;br /&gt;
{{2da column| conjurevfx | int| This is the VFX that is played during the conjure stage of the ability. This is defined in [[VFX_base.xls]]. Best practices is to make one entry for each spell so that way the FX artists can make a unique VFX tweak to an ability easily.}}&lt;br /&gt;
{{2da column| blendtree | string| Set by animators for abilities that change the default animations of a PC or party member. E.g. when you use &amp;quot;Shield Wall&amp;quot; your idle becomes a defensive crouch using your shield prominently.}}&lt;br /&gt;
{{2da column| conjureanim | int | Which animation to play during the conjure sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| castanim | int | Which animation to play during the casting sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| projectile | int |  This is the model name for projectiles. See [[PRJ_base.xls]] for the integers. 1 is a common one for arrow.}}&lt;br /&gt;
{{2da column| autocancel | int| Obsolete }}&lt;br /&gt;
{{2da column| autodraw |int| Whether using this ability will automatically draw your weapon.}}&lt;br /&gt;
{{2da column| threat_use|float| Obsolete}}&lt;br /&gt;
{{2da column| threat_impact|float| This is the amount of threat generated by each impact. May be obsolete.}}&lt;br /&gt;
{{2da column| aoe_type|int| 1 is a circle, 2 is a cone.}}&lt;br /&gt;
{{2da column| aoe_idx|int| Defined areas of effect. Located at [[VFX_base.xls]].}}&lt;br /&gt;
{{2da column| aoe_param1 |float| Either the radius of the circle or degree arc of the cone.}}&lt;br /&gt;
{{2da column| aoe_param2 |float| Obsolete}}&lt;br /&gt;
{{2da column| vfx_impact0| int| The VFX that is used at each impact. [[VFX_base.xls]]. See [[Ability_GetImpactLocationVfxId]]}}&lt;br /&gt;
{{2da column| vfx_impact1|int| This isn't used by the engine, but can be used as a constant in the scripts if you like. Many ITEMS use this to hold their VFX id to be used in scripting. See [[Ability_GetImpactObjectVfxId]]}}&lt;br /&gt;
{{2da column| flags |int|{{undocumented}} }}&lt;br /&gt;
{{2da column| showintactics| int| Set to 1 for abilities that PC or party members will want to use in the tactics system.}}&lt;br /&gt;
{{2da column| showinchargen |int| Set to 1 to allow it to show in a PC's list of available abilities. }}&lt;br /&gt;
{{2da column| passive_id |int| Refers to the ID in passive_abilities page of [[ABI_base.xls]] }}&lt;br /&gt;
{{2da column| crust_id | int| Obsolete}}&lt;br /&gt;
{{2da column| resistance |int | {{undocumented}} }} &lt;br /&gt;
{{2da column| damageinfo | int| {{undocumented}} }}&lt;br /&gt;
{{2da column| condition_appgroup|int|{{undocumented}} }}&lt;br /&gt;
{{2da column| ProcessWithEvent | int| If specified this ability does not use any of the normal ability functionality but instead fires and processes and event - meaning it even works when the game is paused. Use with care. }}&lt;br /&gt;
{{2da column| fatigue | float | If it is a modal ability, this determines the level of fatigue it will incur while active. }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_data worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_data}}&lt;br /&gt;
{{2da column| Label | comment | {{undocumented}} }}&lt;br /&gt;
{{2da column| bHostileint | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectImpact | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectResisted| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectDuration| float | positive: temporary. 0.0 instant. negative permanent }}&lt;br /&gt;
{{2da column| dmg_function | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param0 | float | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_type| int |&lt;br /&gt;
*const int DAMAGE_TYPE_INVALID                       - 0;&lt;br /&gt;
*const int DAMAGE_TYPE_PHYSICAL                      - 1;&lt;br /&gt;
*const int DAMAGE_TYPE_FIRE                          - 2;&lt;br /&gt;
*const int DAMAGE_TYPE_COLD                          - 3;&lt;br /&gt;
*const int DAMAGE_TYPE_ELECTRICITY                   - 4;&lt;br /&gt;
*const int DAMAGE_TYPE_POISON                        - 5;&lt;br /&gt;
*const int DAMAGE_TYPE_LETHAL                        - 6;&lt;br /&gt;
*const int DAMAGE_TYPE_TBD                           - 7;}}&lt;br /&gt;
{{2da column| dmg_flags | int |&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_NONE        - 0x00000000 ;&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_CRITICAL    - 0x00000001; //critical hit&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_DEATHBLOW   - 0x00000002; //death blow&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_UPDATE_GORE - 0x00000004; //update gore on attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_50    - 0x00000008; //leech 50% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_75    - 0x00000010; //leech 75% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_100   - 0x00000020; //leech 100% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_MANA  - 0x00000040; // mana is leeched instead of health}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_effects worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_effects}}&lt;br /&gt;
{{2da column| Label| string | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_label| comment | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int2| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int3| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float0| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float1| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_object0 |int| 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster}}&lt;br /&gt;
{{2da column| scaled_field |int| 0 - none, 1 - float0, 2 - float1}}&lt;br /&gt;
{{2da column| vfx| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| resistance| int |&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     - 32;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE  - 31;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   - 33;}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== passive_abilities worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|passive_abilities}}&lt;br /&gt;
{{2da column| Label | comment | }}&lt;br /&gt;
{{2da column| Prop1 |int| link to [[properties.xls]]}}&lt;br /&gt;
{{2da column| Modifier1|float| Modifier this applies onto the property}}&lt;br /&gt;
{{2da column| Prop2| int | }} &lt;br /&gt;
{{2da column| Modifier2| float | }} &lt;br /&gt;
{{2da column| Prop3| int | }} &lt;br /&gt;
{{2da column| Modifier3| float | }} &lt;br /&gt;
{{2da column| Comment| comment | Summary of the ability in human-readable form }} &lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12261</id>
		<title>ABI base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12261"/>
				<updated>2010-03-01T18:56:35Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: /* ABI_Base worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the 2DAs that integrate all talents and spells into the game. They set their names, icons, prerequesites, and various standard details of how they function (animations, cooldown period, etc.).&lt;br /&gt;
&lt;br /&gt;
When making abilities the best way to proceed is to copy the nearest analogous ability and then modify the specific columns you need to.&lt;br /&gt;
&lt;br /&gt;
During Dragon Age's development this file was automatically updated from an internal database. End user builders can update it manually.&lt;br /&gt;
&lt;br /&gt;
== ABI_Base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ABI_Base}}&lt;br /&gt;
{{2da column| label |string| Purely for readability, not accessed anywhere.}}&lt;br /&gt;
{{2da column| namestrref |int| String Ref ID of the name of the ability.}}&lt;br /&gt;
{{2da column| descstrref |int| String Ref ID of the description of the ability.}}&lt;br /&gt;
{{2da column| tooltipstrref |int| String Ref ID of the buff/deff format on mouse over. (Caution: Abilities with ID over 500000 is considered as debuff and will not take the format of normal buffs.) }}&lt;br /&gt;
{{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}}&lt;br /&gt;
{{2da column| icon|string| Name of the icon file, without extension.}}&lt;br /&gt;
{{2da column| abilitytype | int| See 2DA_Constants_H for what the numbers are. 1 - talent, 2 - spell, 3 - skill, 4 - item}}&lt;br /&gt;
{{2da column| abilitymode |int| }}&lt;br /&gt;
{{2da column| conditions |int| Flags that determine what conditions must be met before this ability can be used. 1 - 1h weapon, 2 - shield, 4 - ranged weapon, 8 - behind target, 16 - mode active, 32 - is humanoid, 64 - dual wielding, 128 - 2h weapon, 256 - dog, 512 - mana user}}&lt;br /&gt;
{{2da column| condition_mode | int| Seems to be the ID of a modal ability that must be active before this ability can be used.}}&lt;br /&gt;
{{2da column| condition_group |int| This links abilities. Use the lowest integer of the group. Whenever one of these abilities is used it will turn off the other linked abilities. So it makes it so that multiple modal abilities can't be activated at once.}}&lt;br /&gt;
{{2da column| cost| float| How much Mana/Stamina an ability will cost.}}&lt;br /&gt;
{{2da column| costupkeep |float| How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only)}}&lt;br /&gt;
{{2da column| prereqability |int | The ID of a prereq ability.}}&lt;br /&gt;
{{2da column| prereqlevel | int| Minimum character level to pick it up.}}&lt;br /&gt;
{{2da column| prereqattribute | int | Which attribute is a prereq for the ability. See [[properties.xls]] for what this number maps to.}}&lt;br /&gt;
{{2da column| prereqattvalue | int | The value the specified attribute has to be greater than.}}&lt;br /&gt;
{{2da column| guitype | int | This is the category that the ability is grouped into. Things like, &amp;quot;Creation&amp;quot; and &amp;quot;Primal&amp;quot;. See [[guitypes.xls]].}}&lt;br /&gt;
{{2da column| targettype | int | A bit operator which indicates which classes of targets the ability will affect. Check out the &amp;quot;_Control&amp;quot; tab of ABI_base.xls. Search for &amp;quot;Friendly Creature&amp;quot; and you'll get to the right values.}}&lt;br /&gt;
{{2da column| autotarget | int| If set to TRUE then it will automatically target a selected hostile or friendly creature. }}&lt;br /&gt;
{{2da column| range | int| Range 1 means melee, 2 close spell range, 3 long spell range. 4+ should be used only with care.}}&lt;br /&gt;
{{2da column| speed |int|  This is the speed the ability is used at. 0 is instant, 1 is quick, 2 is slow, 3+ is too slow to be fun.}}&lt;br /&gt;
{{2da column| usetype |int | Whether the ability is a passive, toggle, or instant use. 2 is toggle, 3 is passive, 4 is instant use.}}&lt;br /&gt;
{{2da column| spellscript |string| This is the script that is run when the ability is used. Includes the file extension &amp;quot;.ncs&amp;quot;.}}&lt;br /&gt;
{{2da column| cooldown | float | The ability cooldown in seconds.}}&lt;br /&gt;
{{2da column| conjurevfx | int| This is the VFX that is played during the conjure stage of the ability. This is defined in [[VFX_base.xls]]. Best practices is to make one entry for each spell so that way the FX artists can make a unique VFX tweak to an ability easily.}}&lt;br /&gt;
{{2da column| blendtree | string| Set by animators for abilities that change the default animations of a PC or party member. E.g. when you use &amp;quot;Shield Wall&amp;quot; your idle becomes a defensive crouch using your shield prominently.}}&lt;br /&gt;
{{2da column| conjureanim | int | Which animation to play during the conjure sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| castanim | int | Which animation to play during the casting sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| projectile | int |  This is the model name for projectiles. See [[PRJ_base.xls]] for the integers. 1 is a common one for arrow.}}&lt;br /&gt;
{{2da column| autocancel | int| Obsolete }}&lt;br /&gt;
{{2da column| autodraw |int| Whether using this ability will automatically draw your weapon.}}&lt;br /&gt;
{{2da column| threat_use|float| Obsolete}}&lt;br /&gt;
{{2da column| threat_impact|float| This is the amount of threat generated by each impact. May be obsolete.}}&lt;br /&gt;
{{2da column| aoe_type|int| 1 is a circle, 2 is a cone.}}&lt;br /&gt;
{{2da column| aoe_idx|int| Defined areas of effect. Located at [[VFX_base.xls]].}}&lt;br /&gt;
{{2da column| aoe_param1 |float| Either the radius of the circle or degree arc of the cone.}}&lt;br /&gt;
{{2da column| aoe_param2 |float| Obsolete}}&lt;br /&gt;
{{2da column| vfx_impact0| int| The VFX that is used at each impact. [[VFX_base.xls]]. See [[Ability_GetImpactLocationVfxId]]}}&lt;br /&gt;
{{2da column| vfx_impact1|int| This isn't used by the engine, but can be used as a constant in the scripts if you like. Many ITEMS use this to hold their VFX id to be used in scripting. See [[Ability_GetImpactObjectVfxId]]}}&lt;br /&gt;
{{2da column| flags |int|{{undocumented}} }}&lt;br /&gt;
{{2da column| showintactics| int| Set to 1 for abilities that PC or party members will want to use in the tactics system.}}&lt;br /&gt;
{{2da column| showinchargen |int| Set to 1 to allow it to show in a PC's list of available abilities. }}&lt;br /&gt;
{{2da column| passive_id |int| Refers to the ID in passive_abilities page of [[ABI_base.xls]] }}&lt;br /&gt;
{{2da column| crust_id | int| Obsolete}}&lt;br /&gt;
{{2da column| resistance |int | {{undocumented}} }} &lt;br /&gt;
{{2da column| damageinfo | int| {{undocumented}} }}&lt;br /&gt;
{{2da column| condition_appgroup|int|{{undocumented}} }}&lt;br /&gt;
{{2da column| ProcessWithEvent | int| If specified this ability does not use any of the normal ability functionality but instead fires and processes and event - meaning it even works when the game is paused. Use with care. }}&lt;br /&gt;
{{2da column| fatigue | float | {{undocumented}} }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_data worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_data}}&lt;br /&gt;
{{2da column| Label | comment | {{undocumented}} }}&lt;br /&gt;
{{2da column| bHostileint | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectImpact | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectResisted| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectDuration| float | positive: temporary. 0.0 instant. negative permanent }}&lt;br /&gt;
{{2da column| dmg_function | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param0 | float | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_type| int |&lt;br /&gt;
*const int DAMAGE_TYPE_INVALID                       - 0;&lt;br /&gt;
*const int DAMAGE_TYPE_PHYSICAL                      - 1;&lt;br /&gt;
*const int DAMAGE_TYPE_FIRE                          - 2;&lt;br /&gt;
*const int DAMAGE_TYPE_COLD                          - 3;&lt;br /&gt;
*const int DAMAGE_TYPE_ELECTRICITY                   - 4;&lt;br /&gt;
*const int DAMAGE_TYPE_POISON                        - 5;&lt;br /&gt;
*const int DAMAGE_TYPE_LETHAL                        - 6;&lt;br /&gt;
*const int DAMAGE_TYPE_TBD                           - 7;}}&lt;br /&gt;
{{2da column| dmg_flags | int |&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_NONE        - 0x00000000 ;&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_CRITICAL    - 0x00000001; //critical hit&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_DEATHBLOW   - 0x00000002; //death blow&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_UPDATE_GORE - 0x00000004; //update gore on attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_50    - 0x00000008; //leech 50% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_75    - 0x00000010; //leech 75% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_100   - 0x00000020; //leech 100% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_MANA  - 0x00000040; // mana is leeched instead of health}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_effects worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_effects}}&lt;br /&gt;
{{2da column| Label| string | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_label| comment | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int2| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int3| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float0| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float1| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_object0 |int| 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster}}&lt;br /&gt;
{{2da column| scaled_field |int| 0 - none, 1 - float0, 2 - float1}}&lt;br /&gt;
{{2da column| vfx| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| resistance| int |&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     - 32;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE  - 31;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   - 33;}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== passive_abilities worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|passive_abilities}}&lt;br /&gt;
{{2da column| Label | comment | }}&lt;br /&gt;
{{2da column| Prop1 |int| link to [[properties.xls]]}}&lt;br /&gt;
{{2da column| Modifier1|float| Modifier this applies onto the property}}&lt;br /&gt;
{{2da column| Prop2| int | }} &lt;br /&gt;
{{2da column| Modifier2| float | }} &lt;br /&gt;
{{2da column| Prop3| int | }} &lt;br /&gt;
{{2da column| Modifier3| float | }} &lt;br /&gt;
{{2da column| Comment| comment | Summary of the ability in human-readable form }} &lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

	<entry>
		<id>http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12260</id>
		<title>ABI base.xls</title>
		<link rel="alternate" type="text/html" href="http://datoolset.net/mw/index.php?title=ABI_base.xls&amp;diff=12260"/>
				<updated>2010-03-01T18:54:44Z</updated>
		
		<summary type="html">&lt;p&gt;Kesaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are the 2DAs that integrate all talents and spells into the game. They set their names, icons, prerequesites, and various standard details of how they function (animations, cooldown period, etc.).&lt;br /&gt;
&lt;br /&gt;
When making abilities the best way to proceed is to copy the nearest analogous ability and then modify the specific columns you need to.&lt;br /&gt;
&lt;br /&gt;
During Dragon Age's development this file was automatically updated from an internal database. End user builders can update it manually.&lt;br /&gt;
&lt;br /&gt;
== ABI_Base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ABI_Base}}&lt;br /&gt;
{{2da column| label |string| Purely for readability, not accessed anywhere.}}&lt;br /&gt;
{{2da column| namestrref |int| String Ref ID of the name of the ability.}}&lt;br /&gt;
{{2da column| descstrref |int| String Ref ID of the description of the ability.}}&lt;br /&gt;
{{2da column| tooltipstrref |int| String Ref ID of the buff/deff format on mouse over. (Caution: Abilities with ID over 500000 is considered as debuff and will not take the format of normal buffs.) }}&lt;br /&gt;
{{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}}&lt;br /&gt;
{{2da column| icon|string| Name of the icon file, without extension.}}&lt;br /&gt;
{{2da column| abilitytype | int| See 2DA_Constants_H for what the numbers are. 1 - talent, 2 - spell, 3 - skill, 4 - item}}&lt;br /&gt;
{{2da column| abilitymode |int| }}&lt;br /&gt;
{{2da column| conditions |int| Flags that determine what conditions must be met before this ability can be used. 1 - 1h weapon, 2 - shield, 4 - ranged weapon, 8 - behind target, 16 - mode active, 32 - is humanoid, 64 - dual wielding, 128 - 2h weapon, 256 - dog, 512 - mana user}}&lt;br /&gt;
{{2da column| condition_mode | int| Seems to be the ID of a modal ability that must be active before this ability can be used.}}&lt;br /&gt;
{{2da column| condition_group |int| This links abilities. Use the lowest integer of the group. Whenever one of these abilities is used it will turn off the other linked abilities. So it makes it so that multiple modal abilities can't be activated at once.}}&lt;br /&gt;
{{2da column| cost| float| How much Mana/Stamina an ability will cost.}}&lt;br /&gt;
{{2da column| costupkeep |float| How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only)}}&lt;br /&gt;
{{2da column| prereqability |int | The ID of a prereq ability.}}&lt;br /&gt;
{{2da column| prereqlevel | int| Minimum character level to pick it up.}}&lt;br /&gt;
{{2da column| prereqattribute | int | Which attribute is a prereq for the ability. See [[properties.xls]] for what this number maps to.}}&lt;br /&gt;
{{2da column| prereqattvalue | int | The value the specified attribute has to be greater than.}}&lt;br /&gt;
{{2da column| guitype | int | This is the category that the ability is grouped into. Things like, &amp;quot;Creation&amp;quot; and &amp;quot;Primal&amp;quot;. See [[guitypes.xls]].}}&lt;br /&gt;
{{2da column| targettype | int | A bit operator which indicates which classes of targets the ability will affect. Check out the &amp;quot;_Control&amp;quot; tab of ABI_base.xls. Search for &amp;quot;Friendly Creature&amp;quot; and you'll get to the right values.}}&lt;br /&gt;
{{2da column| autotarget | int| If set to TRUE then it will automatically target a selected hostile or friendly creature. }}&lt;br /&gt;
{{2da column| range | int| Range 1 means melee, 2 close spell range, 3 long spell range. 4+ should be used only with care.}}&lt;br /&gt;
{{2da column| speed |int|  This is the speed the ability is used at. 0 is instant, 1 is quick, 2 is slow, 3+ is too slow to be fun.}}&lt;br /&gt;
{{2da column| usetype |int | Whether the ability is a passive, toggle, or instant use. 2 is toggle, 3 is passive, 4 is instant use.}}&lt;br /&gt;
{{2da column| spellscript |string| This is the script that is run when the ability is used. Includes the file extension &amp;quot;.ncs&amp;quot;.}}&lt;br /&gt;
{{2da column| cooldown | float | The ability cooldown in seconds.}}&lt;br /&gt;
{{2da column| conjurevfx | int| This is the VFX that is played during the conjure stage of the ability. This is defined in [[VFX_base.xls]]. Best practices is to make one entry for each spell so that way the FX artists can make a unique VFX tweak to an ability easily.}}&lt;br /&gt;
{{2da column| blendtree | string| Set by animators for abilities that change the default animations of a PC or party member. E.g. when you use &amp;quot;Shield Wall&amp;quot; your idle becomes a defensive crouch using your shield prominently.}}&lt;br /&gt;
{{2da column| conjureanim | int | Which animation to play during the conjure sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| castanim | int | Which animation to play during the casting sequence. A list of values is located at [[ANIM_base.xls]].}}&lt;br /&gt;
{{2da column| projectile | int |  This is the model name for projectiles. See [[PRJ_base.xls]] for the integers. 1 is a common one for arrow.}}&lt;br /&gt;
{{2da column| autocancel | int| Obsolete }}&lt;br /&gt;
{{2da column| autodraw |int| Whether using this ability will automatically draw your weapon.}}&lt;br /&gt;
{{2da column| threat_use|float| Obsolete}}&lt;br /&gt;
{{2da column| threat_impact|float| This is the amount of threat generated by each impact. May be obsolete.}}&lt;br /&gt;
{{2da column| aoe_type|int| 1 is a circle, 2 is a cone.}}&lt;br /&gt;
{{2da column| aoe_idx|int| Defined areas of effect. Located at [[VFX_base.xls]].}}&lt;br /&gt;
{{2da column| aoe_param1 |float| Either the radius of the circle or degree arc of the cone.}}&lt;br /&gt;
{{2da column| aoe_param2 |float| Obsolete}}&lt;br /&gt;
{{2da column| vfx_impact0| int| The VFX that is used at each impact. [[VFX_base.xls]]. See [[Ability_GetImpactLocationVfxId]]}}&lt;br /&gt;
{{2da column| vfx_impact1|int| This isn't used by the engine, but can be used as a constant in the scripts if you like. Many ITEMS use this to hold their VFX id to be used in scripting. See [[Ability_GetImpactObjectVfxId]]}}&lt;br /&gt;
{{2da column| flags |int|{{undocumented}} }}&lt;br /&gt;
{{2da column| showintactics| int| Set to 1 for abilities that PC or party members will want to use in the tactics system.}}&lt;br /&gt;
{{2da column| showinchargen |int| Determines whether or not it will be visible in a PC's list of available abilities. }}&lt;br /&gt;
{{2da column| passive_id |int| Refers to the ID in passive_abilities page of [[ABI_base.xls]] }}&lt;br /&gt;
{{2da column| crust_id | int| Obsolete}}&lt;br /&gt;
{{2da column| resistance |int | {{undocumented}} }} &lt;br /&gt;
{{2da column| damageinfo | int| {{undocumented}} }}&lt;br /&gt;
{{2da column| condition_appgroup|int|{{undocumented}} }}&lt;br /&gt;
{{2da column| ProcessWithEvent | int| If specified this ability does not use any of the normal ability functionality but instead fires and processes and event - meaning it even works when the game is paused. Use with care. }}&lt;br /&gt;
{{2da column| fatigue | float | {{undocumented}} }}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_data worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_data}}&lt;br /&gt;
{{2da column| Label | comment | {{undocumented}} }}&lt;br /&gt;
{{2da column| bHostileint | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectImpact | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectResisted| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effectDuration| float | positive: temporary. 0.0 instant. negative permanent }}&lt;br /&gt;
{{2da column| dmg_function | int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param0 | float | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_param1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| dmg_type| int |&lt;br /&gt;
*const int DAMAGE_TYPE_INVALID                       - 0;&lt;br /&gt;
*const int DAMAGE_TYPE_PHYSICAL                      - 1;&lt;br /&gt;
*const int DAMAGE_TYPE_FIRE                          - 2;&lt;br /&gt;
*const int DAMAGE_TYPE_COLD                          - 3;&lt;br /&gt;
*const int DAMAGE_TYPE_ELECTRICITY                   - 4;&lt;br /&gt;
*const int DAMAGE_TYPE_POISON                        - 5;&lt;br /&gt;
*const int DAMAGE_TYPE_LETHAL                        - 6;&lt;br /&gt;
*const int DAMAGE_TYPE_TBD                           - 7;}}&lt;br /&gt;
{{2da column| dmg_flags | int |&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_NONE        - 0x00000000 ;&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_CRITICAL    - 0x00000001; //critical hit&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_DEATHBLOW   - 0x00000002; //death blow&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_UPDATE_GORE - 0x00000004; //update gore on attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_50    - 0x00000008; //leech 50% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_75    - 0x00000010; //leech 75% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_100   - 0x00000020; //leech 100% health back to attacker&lt;br /&gt;
*const int DAMAGE_EFFECT_FLAG_LEECH_MANA  - 0x00000040; // mana is leeched instead of health}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== ability_effects worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|ability_effects}}&lt;br /&gt;
{{2da column| Label| string | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_label| comment | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int1| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int2| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_int3| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float0| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_float1| float | {{undocumented}} }} &lt;br /&gt;
{{2da column| effect_object0 |int| 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster}}&lt;br /&gt;
{{2da column| scaled_field |int| 0 - none, 1 - float0, 2 - float1}}&lt;br /&gt;
{{2da column| vfx| int | {{undocumented}} }} &lt;br /&gt;
{{2da column| resistance| int |&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL     - 32;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE  - 31;&lt;br /&gt;
*const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL   - 33;}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== passive_abilities worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|passive_abilities}}&lt;br /&gt;
{{2da column| Label | comment | }}&lt;br /&gt;
{{2da column| Prop1 |int| link to [[properties.xls]]}}&lt;br /&gt;
{{2da column| Modifier1|float| Modifier this applies onto the property}}&lt;br /&gt;
{{2da column| Prop2| int | }} &lt;br /&gt;
{{2da column| Modifier2| float | }} &lt;br /&gt;
{{2da column| Prop3| int | }} &lt;br /&gt;
{{2da column| Modifier3| float | }} &lt;br /&gt;
{{2da column| Comment| comment | Summary of the ability in human-readable form }} &lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:XLS files]]&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>Kesaru</name></author>	</entry>

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