Difference between revisions of "ABI base.xls"
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{{2da column| namestrref |int| String Ref ID of the name of the ability.}} | {{2da column| namestrref |int| String Ref ID of the name of the ability.}} | ||
{{2da column| descstrref |int| String Ref ID of the description of the ability.}} | {{2da column| descstrref |int| String Ref ID of the description of the ability.}} | ||
− | {{2da column| tooltipstrref |int| }} | + | {{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 ID of normal buffs.}} |
{{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}} | {{2da column| strid_effect| int| String Ref ID of the buff/debuff description on mouse over.}} | ||
{{2da column| icon|string| Name of the icon file, without extension.}} | {{2da column| icon|string| Name of the icon file, without extension.}} |
Revision as of 03:31, 2 December 2009
This is the 2DA that integrates all talents and spells into the game. It sets their names, icons, prerequesites, and various standard details of how they function (animations, cooldown period, etc.).
When making abilities the best way to proceed is to copy the nearest analogous ability and then modify the specific columns you need to.
During Dragon Age's development this file was automatically updated from an internal database. End user builders can update it manually.
Contents
ABI_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 | Purely for readability, not accessed anywhere. |
namestrref | int | String Ref ID of the name of the ability. |
descstrref | int | String Ref ID of the description of the ability. |
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 ID of normal buffs. |
strid_effect | int | String Ref ID of the buff/debuff description on mouse over. |
icon | string | Name of the icon file, without extension. |
abilitytype | int | See 2DA_Constants_H for what the numbers are. 1 - talent, 2 - spell, 3 - skill, 4 - item |
abilitymode | int | |
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 - ?, 16 - ?, 32 - has grab attack?, 64 - dual wielding, 128 - 2h weapon, 256 - dog, 512 - mana user |
condition_mode | int | Seems to be the ID of a modal ability that must be active before this ability can be used. |
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. |
cost | float | How much Mana/Stamina an ability will cost. |
costupkeep | float | How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only) |
prereqability | int | The ID of a prereq ability. |
prereqlevel | int | Minimum character level to pick it up. |
prereqattribute | int | Which attribute is a prereq for the ability. See properties.xls for what this number maps to. |
prereqattvalue | int | The value the specified attribute has to be greater than. |
guitype | int | This is the category that the ability is grouped into. Things like, "Creation" and "Primal". See guitypes.xls. |
targettype | int | A bit operator which indicates which classes of targets the ability will affect. Check out the "_Control" tab of ABI_base.xls. Search for "Friendly Creature" and you'll get to the right values. |
autotarget | int | If set to TRUE then it will automatically target a selected hostile or friendly creature. |
range | int | Range 1 means melee, 2 close spell range, 3 long spell range. 4+ should be used only with care. |
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. |
usetype | int | Whether the ability is a passive, toggle, or instant use. Check out the "_Control" tab of ABI_base.xls. Search for "ABILITY_USETYPE_". |
spellscript | string | This is the script that is run when the ability is used. Includes the file extension ".ncs". |
cooldown | float | The ability cooldown in seconds. |
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. |
blendtree | string | Set by animators for abilities that change the default animations of a PC or party member. E.g. when you use "Shield Wall" your idle becomes a defensive crouch using your shield prominently. |
conjureanim | int | Which animation to play during the conjure sequence. A list of values is located at ANIM_base.xls. |
castanim | int | Which animation to play during the casting sequence. A list of values is located at ANIM_base.xls. |
projectile | int | This is the model name for projectiles. See PRJ_base.xls for the integers. 1 is a common one for arrow. |
autocancel | int | Obsolete |
autodraw | int | Whether using this ability will automatically draw your weapon. |
threat_use | float | Obsolete |
threat_impact | float | This is the amount of threat generated by each impact. May be obsolete. |
aoe_type | int | 1 is a circle, 2 is a cone. |
aoe_idx | int | Defined areas of effect. Located at VFX_base.xls. |
aoe_param1 | float | Either the radius of the circle or degree arc of the cone. |
aoe_param2 | float | Obsolete |
vfx_impact0 | int | The VFX that is used at each impact. VFX_base.xls |
vfx_impact1 | int | This isn't used by the engine, but can be used as a constant in the scripts if you like. |
flags | int | [Undocumented] |
showintactics | int | Set to 1 for abilities that PC or party members will want to use in the tactics system. |
showinchargen | int | [Undocumented] |
passive_id | int | [Undocumented] |
crust_id | int | Obsolete |
resistance | int | [Undocumented] |
damageinfo | int | [Undocumented] |
condition_appgroup | int | [Undocumented] |
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. |
fatigue | float | [Undocumented] |
ability_data 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 | comment | [Undocumented] |
bHostileint | int | [Undocumented] |
effectImpact | int | [Undocumented] |
effectResisted | int | [Undocumented] |
effectDuration | float | positive: temporary. 0.0 instant. negative permanent |
dmg_function | int | [Undocumented] |
dmg_param0 | float | [Undocumented] |
dmg_param1 | int | [Undocumented] |
dmg_type | int |
|
dmg_flags | int |
|
ability_effects 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 | [Undocumented] |
effect | int | [Undocumented] |
effect_label | comment | [Undocumented] |
effect_int1 | int | [Undocumented] |
effect_int2 | int | [Undocumented] |
effect_int3 | int | [Undocumented] |
effect_float0 | float | [Undocumented] |
effect_float1 | float | [Undocumented] |
effect_object0 | int | 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster |
scaled_field | int | 0 - none, 1 - float0, 2 - float1 |
vfx | int | [Undocumented] |
resistance | int |
|
passive_abilities 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 | comment | |
Prop1 | int | link to properties.xls |
Modifier1 | float | Modifier this applies onto the property |
Prop2 | int | |
Modifier2 | float | |
Prop3 | int | |
Modifier3 | float | |
Comment | comment | Summary of the ability in human-readable form |