APR 2da
From Dragon Age Toolset Wiki
The APR_ 2da defines the different appearances available for the Player, non-player characters and creatures.
The 2da is defined as an m2da in the M2DA_base 2da and has an ID of 2. It can be extended by m2da fragments which have names starting with "APR_". It can be referenced in scripting using the TABLE_APPEARANCE constant defined in 2da_constants_h.
Structure
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 | the name of the appearance type, as seen in the Toolset when selecting appearance type for a creature. |
STRING_REF | int | |
MODELTYPE | string | Sets whether the model is set up to allow interchangeable parts for customization. There are four types of model:
|
MODELRACE | string | Appears to match the first letter of the model name:
|
MODELNAME | string | The name of the model file used for this appearance. (See: Model File Naming Convention) |
PlayHumanoidAnimations | bool | |
MODELGENDEROVERRIDE | bool | Gender is important for loading the models associated with an appearance type. Gender will be used as the second letter in the resource. For example: HM_ARM_HVYa corresponds to the armor for a human male. CN_BDY_HLKa is the body for a neutral hurlock. Gender usually comes from the designer Toolset. But in some cases only one gender is supported from a model perspective. The letter in this column will be used in those cases to override designer data when loading models (note that this is only used for loading models everywhere else the selection in the designer Toolset applies). Valid values are M, F, or N. If you don't want to override the gender (allowing it to be defined in the Toolset) use "****". |
MaxScaleLevel | int | |
AvoidAOEChance | int | Percentage chance to exit AOE per round. |
RULESRACE | int | A default rules race for each appearance. |
SYNCHRONIZEDCOMBAT | int |
|
AI_ARMOR_TYPE | int | Used by the AI to figure out how tough a creature is. |
CRUST_EFFECT | int | - defines a visual effect to apply to the creature as a "crust". |
MODELTREE | string | The main blend tree name. The blend tree name correspond to the value of Tree Name field of the blend tree nodes properties. The blend tree soruce files can be downloaded from the Single player and core resource source files project and opened into Toolset for a better understanding. |
COMBATMODELTREE | string | The blend tree name used for the animations of the action in combat. This blend tree, groups animations to use when creature perform attacks, avoid attacks, take damage etc. |
MOVEMENTTREE | string | The blend tree name used for creature movement |
COMBATMOIVETREE | string | The blend tree name used for the animations of the movements in combat. This blend tree, groups animations to use when during combat, creature perform base movements such as walk/run forward, walk/run back, strafe etc. |
OVERLAYTREE | string | |
OVERRIDETREE | string | |
AMBIENTOVERRIDE | string | |
BLENDCURVES | string | |
BlendTrees | comment | |
WEAPONSCALE | float | |
WEAPONOFFSET | float | |
BLOODCOLR | string | Color of blood:
|
ANIM_WALKSPEED | float | Walking speed of the source animation |
ANIM_RUNSPEED | float | Running speed of the source animation |
ANIM_CBTSTRFSPEED | float | |
ANIM_CBTSPEED | float | Combat movement speed of the source animation |
GAME_WALKSPEED | float | Desired in-game walking speed of the creature |
GAME_RUNSPEED | float | Desired in-game running speed of the creature |
GAME_CBTSTRFSPEED | float | In-game speed for combat walking/strafing |
GAME_CBTSPEED | float | Deired in-game combat movement speed of the creature |
AnimationSpeeds | comment | |
HEIGHT | float | |
HEIGHT_F | float | Height for females. Used to position the camera in conversations. |
MODELSCALEX | float | Scaling Factor for Animations (i.e. shorter steps for short legs) |
MODELSCALEY | float | Scaling Factor for Animations (seems to be a key to allow many animations used cross creature) |
MODELSCALEZ | float | Scaling Factor for Animations |
ModelSizes | comment | |
TerrainFollowPitch | float | Max angle in degrees for pitch adjustment in slopes |
TerrainFollowRoll | float | Max angle in degrees for roll adjustment in slopes |
TerrainFollowData | comment | |
HEAD_WORKSHEET | int | number of the 2DA where the selectable heads for this appearance are listed (you can find the number in the M2DA_base file, with the core worksheets organized in the Heads.xls file.) |
HAIR_WORKSHEET | int | number of the 2DA where are listed the selectable hair styles for this appearance |
EYES_WORKSHEET | int | number of the 2DA where are listed the selectable eyes types for this appearance |
BEARD_WORKSHEET | int | number of the 2DA where are listed the selectable beard styles for this appearance |
NECK_MODEL | string | |
Parts | comment | |
TARGETABLE | bool | |
disabled_armor_sounds | bool | |
disabled_weapon_sounds | bool | |
default_SOUND_set | string | |
SOUND_Footstep_type | string | column name in sound_movement_footstep |
SOUND_unarmed | int | material, when creature has no weapon equipped, like: bare hands, claws |
SOUND_default_armor | int | |
SOUND_monster_size | string | used for body-falls. Values can be "small", "medium", "huge", or "unknown". |
Sound_X | comment | |
HasTurnAttacks | bool | 1 is true. Appearance can execute left and right attacks that reorient it 90 degrees. |
ValidDeathBlows | int |
|
CREATURE_TYPE | int | Bitfield, with each bit in the integer enabling a deathblow type (max 32).
|
CREATURE_GROUP | int | associates appearances with creature treasure groups in TS_Group.xls.
|
OneShotKills | int | If set, creature scales to 1 HP only. |
CanDoDeathblows | int | |
DefaultEffectFlags | int |
|
PERSPACE | float | |
MeleeRingUpdateAlways | bool | Force the melee ring to run updates all the time even while the creature is not being attacked. Useful for creatures that can't move or large creatures that have directional abilities. |
MeleeRingDisabledStart | float | The start angle at which the melee ring will be considered disabled |
MeleeRingDisabledEnd | float | The end angle at which the melee ring will be considered disabled |
MeleeRingOffset | float | Offset the main melee ring forward or backwards according to the creature orientation. Value is in meteres. Positive offsets move the ring forward. Range allowed: -0.5 to 0.5 meters |
MeleeRingsData | comment | |
bHasAppearAnim | int |
|
bHasDisappearAnim | int |
|
AppearVFX | int | |
AppearDisappear | comment | |
bCanBleed | int | determines whether a creature has a blood effect when hit. |
BloodPool | int | The size of the blood pool that forms under the creature's body when it's killed.
|
DefaultWeapon | resource | |
DefaultArmor | resource | |
CorpseModel | string | A dead creature decays into this model after some time. Note that model "plc_bagcoin03_0" will disappear completely after the user loots its content. So, spells that normally require dead bodies (e.g. to get life or mana) will not work then. For this reason, this model should be used with care. See Bodybag. |
DecayBehaviour | int |
|
AttackFL | float | Attack angle front left - large creature only |
AttackFLWidth | float | Width of attack cone |
AttackFLRing | int | Melee ring ID (for very large creatures) |
AttackFR | float | |
AttackFRWidth | float | |
AttackFRRing | int | Melee ring ID (for very large creatures) |
AttackBR | float | |
AttackBRWidth | float | |
AttackBRRing | int | Melee ring ID (for very large creatures) |
AttackBL | float | |
AttackBLWidth | float | |
AttackBLRing | int | Melee ring ID (for very large creatures) |
AttackReach | float | Reach of the attacks |
LargeCreature | comment | |
CodexPlot | string | Which codex plot contains a page giving information about this creature. |
CodexFlag | int | Which flag within the given codex plot to set when the first creature of this type is killed by the player. |
AprRulesFlags | int |
0x1 - Count as construct (for damage) |
bDisableGore | int | Disables all gore updates on the creature via sys_gore_h |
BumpLevel | int | Creatures with higher value bump creatures with lower values. The Player's BumpLevel is 100. |
AppearanceRestrictionGroup | int | A bit flag indicating which appearance groups this creature belongs to. Abilities can set a condition to restrict use of an ability to a specific appearance group. Only creatures that sport appearances that belong to this group will be allowed to use those abilities. |
AppearanceRating | float | |
GroupType | int |