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		<title>Properties 2da - Revision history</title>
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		<updated>2026-07-10T22:35:00Z</updated>
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	<entry>
		<id>http://datoolset.net/mw/index.php?title=Properties_2da&amp;diff=19694&amp;oldid=prev</id>
		<title>Sunjammer: Created</title>
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				<updated>2016-04-03T17:22:52Z</updated>
		
		<summary type="html">&lt;p&gt;Created&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The [[Properties 2da]] defines core properties for the game.&lt;br /&gt;
&lt;br /&gt;
The [[2da]] is defined as an [[m2da]] in the [[M2DA_base 2da]] and has an '''ID''' of '''98'''.  It can be extended by m2da fragments which have names starting with '''properties'''.  It has not been assigned a [[TABLE_*]] constant.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|Properties}}&lt;br /&gt;
{{2da column|Stat|string|Human Readable statname. Spaces are not allowed in these strings}}&lt;br /&gt;
{{2da column|Type|string|SIMPLE, ATTRIBUTE, DEPLETABLE}}&lt;br /&gt;
{{2da column|Min|float|Minimum value possible}}&lt;br /&gt;
{{2da column|Max|float|Maximum value possible}}&lt;br /&gt;
{{2da column|UIMapping|int|&lt;br /&gt;
* 1 - Base resistances&lt;br /&gt;
* 2 - (deprecated)&lt;br /&gt;
* 3 - Elemental (%) resistances}}&lt;br /&gt;
{{2da column|NameStrId|int|}}&lt;br /&gt;
{{2da column|NameLowerStrId|int|}}&lt;br /&gt;
{{2da column|DescStrId|int|}}&lt;br /&gt;
{{2da column|Desc2StrId|int|ID of string to be displayed when hovering over the numerical values of the attributes in the character sheet. Contains detailed and technical text that explains the effects of these stats. Only necessary for rows 4 - 9 (i.e. Strength, Dexterity, Willpower, Magic, Cunning, and Constitution)}}&lt;br /&gt;
{{2da column|NonCombatEffect|int|}}&lt;br /&gt;
{{2da column|CombatEffect|int|}}&lt;br /&gt;
{{2da column|EngineLink|int|See [[#Remarks]] below:&lt;br /&gt;
* 0 - DerivedDefault: No modification of stats&lt;br /&gt;
* 1 - DerivedAttack: Each point of STR and DEX above 10 adds 0.5 attack&lt;br /&gt;
* 2 - DerivedDefense: Each point of DEX above 10 adds 1.0 defence&lt;br /&gt;
* 3 - DerivedArmor: No special interaction&lt;br /&gt;
* 4 - DerivedAP: Each point of CUN above 10 adds (1/7) points of AP&lt;br /&gt;
* 5 - DerivedSpellPower: Each point of MAG above 10 adds 1.0 Spellpower&lt;br /&gt;
* 6 - DerivedHealth: Each point of CON above 10 adds 5 points of health&lt;br /&gt;
* 7 - DerivedManaStamina: Each point of WIL above 10 adds 5 points of Mana/Stamina&lt;br /&gt;
* 8 - DerivedResistanceMental: Each mental attribute point above 10 adds 0.5 Mental Resistance&lt;br /&gt;
* 9 - DerivedResistancePhysical: Each physical attribute above 10 adds 0.5 Physical Resistance}}&lt;br /&gt;
{{2da column|ToolsetName|string|}}&lt;br /&gt;
{{2da column|bShowInToolset|int|}}&lt;br /&gt;
{{2da column|Constant|comment|}}&lt;br /&gt;
{{2da column|bShowInPartyPicker|int|}}&lt;br /&gt;
{{2da column|Precision|int|Number of digits to display after the decimal place.}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
== Remarks ==&lt;br /&gt;
&lt;br /&gt;
Depletable properties will be updated by their &amp;quot;combat&amp;quot; value every 2 seconds and their &amp;quot;non-combat&amp;quot; value every 5 seconds.&lt;br /&gt;
&lt;br /&gt;
Eclipse engine code for the '''EngineLink''' column:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;cpp&amp;gt;&lt;br /&gt;
// DerivedDefault: No modification of stats&lt;br /&gt;
return 0;&lt;br /&gt;
&lt;br /&gt;
// DerivedAttack: Each point of STR and DEX above 10 adds 0.5 attack&lt;br /&gt;
return (FLOAT32) (max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_STRENGTH)    - 10) / 2.0 , 0.0) +&lt;br /&gt;
                  max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY)   - 10) / 2.0 , 0.0));&lt;br /&gt;
&lt;br /&gt;
// DerivedDefense: Each point of DEX above 10 adds 1.0 defence&lt;br /&gt;
return (FLOAT32) max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY)    - 10), 0.0);&lt;br /&gt;
&lt;br /&gt;
// DerivedArmor: No special interaction&lt;br /&gt;
return 0;&lt;br /&gt;
&lt;br /&gt;
// DerivedAP: Each point of CUN above 10 adds (1/7) points of AP&lt;br /&gt;
return (FLOAT32) max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CUNNING)      - 10), 0.0) / 7;&lt;br /&gt;
&lt;br /&gt;
// DerivedSpellPower: Each point of MAG above 10 adds 1.0 Spellpower&lt;br /&gt;
return (FLOAT32) max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_MAGIC)        - 10), 0.0);&lt;br /&gt;
&lt;br /&gt;
// DerivedHealth: Each point of CON above 10 adds 5 points of health&lt;br /&gt;
return (FLOAT32) max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CONSTITUTION) - 10), 0.0) * 5;&lt;br /&gt;
&lt;br /&gt;
// DerivedManaStamina: Each point of WIL above 10 adds 5 points of Mana/Stamina&lt;br /&gt;
return (FLOAT32) max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_WILLPOWER)    - 10), 0.0) * 5;&lt;br /&gt;
&lt;br /&gt;
// DerivedResistanceMental: Each mental attribute point above 10 adds 0.5 Mental Resistance&lt;br /&gt;
return (FLOAT32)    ((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_MAGIC)        - 10) +&lt;br /&gt;
                     (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_WILLPOWER)    - 10) + &lt;br /&gt;
                     (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_INTELLIGENCE) - 10)) / 2.0;          &lt;br /&gt;
&lt;br /&gt;
// DerivedResistancePhysical: Each physical attribute above 10 adds 0.5 Physical Resistance&lt;br /&gt;
return (FLOAT32)   ((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_STRENGTH)      - 10) +&lt;br /&gt;
                    (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CONSTITUTION)  - 10) + &lt;br /&gt;
                    (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY)     - 10)) / 2.0;          &lt;br /&gt;
&amp;lt;/cpp&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:2da files]]&lt;br /&gt;
[[Category:2da files from Properties.xls]]&lt;br /&gt;
[[Category:Properties]]&lt;/div&gt;</summary>
		<author><name>Sunjammer</name></author>	</entry>

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