Difference between revisions of "BITM base.xls"
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+ | {{Infobox items}} | ||
+ | |||
Defines base items, such as "Weapon - Longsword", used in the item editor. | Defines base items, such as "Weapon - Longsword", used in the item editor. | ||
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*SourceData - This is the worksheet where the information for the 2da should be edited. | *SourceData - This is the worksheet where the information for the 2da should be edited. | ||
− | * | + | *BITM_base - This worksheet is a mirror of the data from SourceData (but only the columns that the game cares about) |
== BITM_base worksheet == | == BITM_base worksheet == | ||
− | + | {{2da start|BITM_base}} | |
− | + | {{2da column| Label | string | }} | |
− | + | {{2da column| NameStrRef | int | {{undocumented}} }} | |
− | + | {{2da column| DescStrRef | int | {{undocumented}} }} | |
− | + | {{2da column| InvSlotWidth | int | {{undocumented}} }} | |
− | + | {{2da column| InvSlotHeight | int | {{undocumented}} }} | |
− | + | {{2da column| EquippableSlots | int | A bitfield indicating which slots the item can be equipped into. See the _EquipSlots worksheet for an explanation of these values. }} | |
− | + | {{2da column| WearR |int | Index into the [[parts.xls]] file. Indicates where right hand weapons are worn on the body.}} | |
− | + | {{2da column| WearL |int| Index into the parts.xls file. Indicates where left hand weapons are worn on the body.}} | |
− | + | {{2da column| WieldR|int| Index into the parts.xls file. Indicates where wielded right hand weapons are attached in combat.}} | |
− | + | {{2da column| WieldL |int| Index into the parts.xls file. Indicates where wielded left hand weapons are attached in combat.}} | |
− | + | {{2da column| Heraldry |bool| Whether or not items using this base type can have heraldry applied}} | |
− | + | {{2da column| WeaponOffset| float | {{undocumented}} }} | |
− | + | {{2da column| CanRotateIcon | bool | {{undocumented}} }} | |
− | + | {{2da column| TargetType | int | {{undocumented}} }} | |
− | + | {{2da column| Variation_WorkSheet | int | Items with Variants refer to M2DA_base.GDA by its ID }} | |
− | + | {{2da column| DefaultMaterial | int | {{undocumented}} }} | |
− | + | {{2da column| DefaultModel | string | {{undocumented}} }} | |
− | + | {{2da column| DefaultIcon | string | {{undocumented}} }} | |
− | + | {{2da column| DefaultResource | string | {{undocumented}} }} | |
− | + | {{2da column| WeaponWield | int | {{undocumented}} }} | |
− | + | {{2da column| WieldModel | string | {{undocumented}} }} | |
− | + | {{2da column| WieldModelOverlay | string | {{undocumented}} }} | |
− | + | {{2da column| CombatRating | float | {{undocumented}} }} | |
− | + | {{2da column| StrengthModifier | float | {{undocumented}} }} | |
− | + | {{2da column| BaseDamage | int | {{undocumented}} }} | |
− | + | {{2da column| StackSize | int | {{undocumented}} }} | |
− | + | {{2da column| Type| int| The meanings of these values can be found in the ItemTypes worksheet in this document.}} | |
− | + | {{2da column| Speed| int | Slow = 1, Medium = 2, Fast = 3. Note: Check [[AttackSpeeds.xls]] for details}} | |
− | + | {{2da column| Range|float| Distance is in meters.}} | |
− | + | {{2da column| Projectile | int| If the item can be fired as a projectile (e.g. arrows), this field should relate to a projectile in PRJ 2da.}} | |
− | + | {{2da column| ProjectileOffset| float| Height distance to move a projectile launch position relative to the hand of the user. }} | |
− | + | {{2da column| Ammo |int| Which base item type serves as ammo for this item}} | |
− | + | {{2da column| StorePanel | int | {{undocumented}} }} | |
− | + | {{2da column| ModalAbilityBlendTree |int| Specifies if the item is able to work with modal ability blend trees. This is currently only relevant for MAIN and OFFHAND slot items.}} | |
− | + | {{2da column| InvSoundType |int| ID sound materials defined in "[[Sound_Item_Materials.xls]]"}} | |
− | + | {{2da column| ArmorType| int| 2 - medium, 3 - heavy, 4 - massive, 5 - cloth}} | |
− | + | {{2da column| DoNotDrop |int| if true, the treasure system will never drop this item.}} | |
− | + | {{2da column| ReqProp1 | int | ID of the first property requirement for the item from [[properties.xls]] }} | |
− | + | {{2da column| ReqProp1Val | float | minimum property value to allow item to be equipped }} | |
− | + | {{2da column| ReqProp2 | int | ID of the second property requirement for the item from [[properties.xls]] }} | |
− | + | {{2da column| ReqProp2Val | float | minimum property value to allow item to be equipped }} | |
− | + | {{2da column| piercingtype| int| 1 bladed, 2 blunt, 3 ranged}} | |
− | + | {{2da column| RuneSlots |int| Mask for the rune slot (same as equipment slots)}} | |
− | + | {{2da column| RuneCount |int| Base number of runes. Note that 0 and even negative numbers can be increased into positive by the material types, so we use a rather large negative number to prevent runes on most items.}} | |
− | + | {{2da column| SoundVariation |int| Specifies the sound variation for each object type. Note that 0 means the default sound is used: cloth for armor, sharp weapon for weapons and generic for everything else.}} | |
− | + | {{2da column| IsHeavy | int | Considered to be heavy for dual wielding purposes. Requires dual wielding mastery to equip in the offhand. }} | |
− | + | {{2da column| ShowMaterial | int | If an item of this base type should show its material type in the inventory UI. }} | |
− | + | {{2da column| SuppressPropertyVFX | bool | Avoid displaying a VFX that would be added through item properties }} | |
+ | {{2da end}} | ||
== ItemStats worksheet == | == ItemStats worksheet == | ||
− | + | {{2da start|ItemStats}} | |
− | + | {{2da column| Label | string | }} | |
− | + | {{2da column| Attack | float | }} | |
− | + | {{2da column| Damage | float | }} | |
− | + | {{2da column| DamageRange | float | }} | |
− | + | {{2da column| Armor | float | }} | |
− | + | {{2da column| ArmorPenetration | float | }} | |
− | + | {{2da column| Defense | float | }} | |
− | + | {{2da column| BaseAimDelay | float | }} | |
− | + | {{2da column| Dspeed | float| Speed change within style from default anim speed.}} | |
− | + | {{2da column| CritChanceModifier | float | }} | |
− | + | {{2da column| AbilityCostModifier | float | }} | |
+ | {{2da column| MissileDeflection | float | }} | ||
+ | {{2da column| OptimumRange | float | }} | ||
+ | {{2da column| SpellPower | float | }} | ||
+ | {{2da column| RngdPenalty | float | }} | ||
+ | {{2da column| AttributeMod | float | }} | ||
+ | {{2da column| Attribute0 | int | }} | ||
+ | {{2da column| Attribute1 | int | }} | ||
+ | {{2da end}} | ||
== itemstatdefines worksheet == | == itemstatdefines worksheet == | ||
− | + | {{2da start|itemstatdefines}} | |
− | + | {{2da column| Label |string| This label must match the name of the column where this stat is found in the BITM_base 2da.}} | |
− | + | {{2da column| NameStrRef |int| }} | |
− | + | {{2da column| CreatureProp |int| This number is the ID of the creature property that this item stat affects. When the item is equipped, the creature property will automatically be modified by the value found for this stat in the BITM_base.}} | |
− | + | {{2da column| bShowInUI|int|}} | |
− | + | {{2da column| Precision |int|Number of decimal places to show in the UI}} | |
+ | {{2da end}} | ||
== ArmorData worksheet == | == ArmorData worksheet == | ||
− | + | {{2da start|ArmorData}} | |
− | + | {{2da column| Label | string| }} | |
− | + | {{2da column| Chest | float | }} | |
− | + | {{2da column| Boots | float | }} | |
− | + | {{2da column| Gloves | float | }} | |
− | + | {{2da column| Helmet | float | }} | |
− | + | {{2da column| Total| comment| }} | |
+ | {{2da end}} | ||
== _SourceData worksheet == | == _SourceData worksheet == | ||
Line 158: | Line 171: | ||
*SET2 | *SET2 | ||
− | [[Category: | + | [[Category:XLS files]] |
[[Category:Items]] | [[Category:Items]] |
Latest revision as of 22:22, 17 July 2022
Item topics |
---|
|
Defines base items, such as "Weapon - Longsword", used in the item editor.
Several worksheets in this Excel file are not actual 2DAs, they are present only for informational purposes.
A note when editing:
- SourceData - This is the worksheet where the information for the 2da should be edited.
- BITM_base - This worksheet is a mirror of the data from SourceData (but only the columns that the game cares about)
Contents
BITM_base worksheet
Column | Type | Description |
---|---|---|
ID | int | A number that uniquely identifies the entry (unless creating an M2DA override). ID numbers are listed from smallest to highest within a given file but do not need to be consecutive. |
Label | string | |
NameStrRef | int | [Undocumented] |
DescStrRef | int | [Undocumented] |
InvSlotWidth | int | [Undocumented] |
InvSlotHeight | int | [Undocumented] |
EquippableSlots | int | A bitfield indicating which slots the item can be equipped into. See the _EquipSlots worksheet for an explanation of these values. |
WearR | int | Index into the parts.xls file. Indicates where right hand weapons are worn on the body. |
WearL | int | Index into the parts.xls file. Indicates where left hand weapons are worn on the body. |
WieldR | int | Index into the parts.xls file. Indicates where wielded right hand weapons are attached in combat. |
WieldL | int | Index into the parts.xls file. Indicates where wielded left hand weapons are attached in combat. |
Heraldry | bool | Whether or not items using this base type can have heraldry applied |
WeaponOffset | float | [Undocumented] |
CanRotateIcon | bool | [Undocumented] |
TargetType | int | [Undocumented] |
Variation_WorkSheet | int | Items with Variants refer to M2DA_base.GDA by its ID |
DefaultMaterial | int | [Undocumented] |
DefaultModel | string | [Undocumented] |
DefaultIcon | string | [Undocumented] |
DefaultResource | string | [Undocumented] |
WeaponWield | int | [Undocumented] |
WieldModel | string | [Undocumented] |
WieldModelOverlay | string | [Undocumented] |
CombatRating | float | [Undocumented] |
StrengthModifier | float | [Undocumented] |
BaseDamage | int | [Undocumented] |
StackSize | int | [Undocumented] |
Type | int | The meanings of these values can be found in the ItemTypes worksheet in this document. |
Speed | int | |
Range | float | Distance is in meters. |
Projectile | int | If the item can be fired as a projectile (e.g. arrows), this field should relate to a projectile in PRJ 2da. |
ProjectileOffset | float | Height distance to move a projectile launch position relative to the hand of the user. |
Ammo | int | Which base item type serves as ammo for this item |
StorePanel | int | [Undocumented] |
ModalAbilityBlendTree | int | Specifies if the item is able to work with modal ability blend trees. This is currently only relevant for MAIN and OFFHAND slot items. |
InvSoundType | int | ID sound materials defined in "Sound_Item_Materials.xls" |
ArmorType | int | 2 - medium, 3 - heavy, 4 - massive, 5 - cloth |
DoNotDrop | int | if true, the treasure system will never drop this item. |
ReqProp1 | int | ID of the first property requirement for the item from properties.xls |
ReqProp1Val | float | minimum property value to allow item to be equipped |
ReqProp2 | int | ID of the second property requirement for the item from properties.xls |
ReqProp2Val | float | minimum property value to allow item to be equipped |
piercingtype | int | 1 bladed, 2 blunt, 3 ranged |
RuneSlots | int | Mask for the rune slot (same as equipment slots) |
RuneCount | int | Base number of runes. Note that 0 and even negative numbers can be increased into positive by the material types, so we use a rather large negative number to prevent runes on most items. |
SoundVariation | int | Specifies the sound variation for each object type. Note that 0 means the default sound is used: cloth for armor, sharp weapon for weapons and generic for everything else. |
IsHeavy | int | Considered to be heavy for dual wielding purposes. Requires dual wielding mastery to equip in the offhand. |
ShowMaterial | int | If an item of this base type should show its material type in the inventory UI. |
SuppressPropertyVFX | bool | Avoid displaying a VFX that would be added through item properties |
ItemStats worksheet
Column | Type | Description |
---|---|---|
ID | int | A number that uniquely identifies the entry (unless creating an M2DA override). ID numbers are listed from smallest to highest within a given file but do not need to be consecutive. |
Label | string | |
Attack | float | |
Damage | float | |
DamageRange | float | |
Armor | float | |
ArmorPenetration | float | |
Defense | float | |
BaseAimDelay | float | |
Dspeed | float | Speed change within style from default anim speed. |
CritChanceModifier | float | |
AbilityCostModifier | float | |
MissileDeflection | float | |
OptimumRange | float | |
SpellPower | float | |
RngdPenalty | float | |
AttributeMod | float | |
Attribute0 | int | |
Attribute1 | int |
itemstatdefines worksheet
Column | Type | Description |
---|---|---|
ID | int | A number that uniquely identifies the entry (unless creating an M2DA override). ID numbers are listed from smallest to highest within a given file but do not need to be consecutive. |
Label | string | This label must match the name of the column where this stat is found in the BITM_base 2da. |
NameStrRef | int | |
CreatureProp | int | This number is the ID of the creature property that this item stat affects. When the item is equipped, the creature property will automatically be modified by the value found for this stat in the BITM_base. |
bShowInUI | int | |
Precision | int | Number of decimal places to show in the UI |
ArmorData worksheet
Column | Type | Description |
---|---|---|
ID | int | A number that uniquely identifies the entry (unless creating an M2DA override). ID numbers are listed from smallest to highest within a given file but do not need to be consecutive. |
Label | string | |
Chest | float | |
Boots | float | |
Gloves | float | |
Helmet | float | |
Total | comment |
_SourceData worksheet
This worksheet is not exported directly as a 2DA file.
- Name - If the rows or columns change, macros need updating
- (no label) - an ID column
- Label
- NameStrRef - A string ID that leads to a string with the name of this kind of item. For example, boots have an English string that reads "Boot".
- DescStrRef
- InvSlotWidth
- InvSlotHeight
- InvSoundType
- EquippableSlots - a bitfield indicating which inventory slots the item can be equipped in.
- WearR - Index into the parts.xls file. Indicates where right hand weapons are worn on the body.
- WearL - Index into the parts.xls file. Indicates where left hand weapons are worn on the body.
- WieldR - Index into the parts.xls file. Indicates where wielded right hand weapons are attached in combat.
- WieldL - Index into the parts.xls file. Indicates where wielded left hand weapons are attached in combat.
- CanRotateIcon
- TargetType
- Variation_WorkSheet
- DefaultModel
- DefaultIcon
- WeaponWield
- WieldModel
- CombatRating
- StrengthModifier - How strength damage is scaled when using this weapon.
- BaseDamage
- ArmourPenetration - Rules. Design-Materials. Armor penetrating capability of this weapon. Serves dual purpose. Also the field for the ARMOR value of Armor. This is also used for the shield base modifier
- ArmourValue
- Attribute - This is an index into the attribute.xls. It iis used by rules to determine the required attribute score.
- AttributeValue
- StackSize
- MinItemProps
- MaxItemProps
- PropColumn - This column references ItemProperties.xls (the ItemPropDef page). It assigns each item into a category. Tools then uses this to figure out which properties are allowed for each item type.
- StartingCharges
- QBBehaviour
- StorePanel
- StorePanelSort
- Type
- Speed
- BaseDamageReduction
- AttackExtra
- BaseDefenseBonus
- Type
- BaseArmorPenetration
- LightArmor
- AbilityScoreRequired
- BasePreReqAbility
- StaminaUpkeep
- BaseDamage
- StrengthModifierMultiplier
- AbilityScoreRequired2
- BasePreReqAbility2
_EquipSlots worksheet
This worksheet is not exported directly as a 2DA file.
- LABEL
- MASK
- SET1
- SET2