Materialtypes.xls
From Dragon Age Toolset Wiki
The materialtypes.xls workbook contains two worksheets that define the base and derived materials used with items.
materialrules
The materialrules worksheet defines the base materials.
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 | A human-friendly identifier for this material |
NameStrRef | int | |
LongNameStrRef | int | |
Damage | float | |
Armor | float | |
CritChanceModifier | float | |
ArmorPenetration | float | |
ShieldRating | float | |
AbilityCostModifier | float | |
ReqProp1Mod | float | |
ReqProp2Mod | float | |
RuneCount | int | |
CostMultiplier | float | |
AbilityScoreModifier | float | |
OptimumRange | float | |
Spellpower | float | |
MissileDeflection | float |
materialtypes
The materialtypes worksheet defines the derived materials that can be assigned to an item. There can be multiple derived material types for each base material type, for example, both Armor, Iron, Weapon, Gray Iron and Shield, Iron (rows 1, 40 and 47 in materialtypes) are all derivatives of Iron (row 1 in materialrules).
The original version of materialtypes released with the toolset contains several columns which are not required as they are redundant or contained in materaialrules (above). The only columns that are required are:
- ID
- Label
- TINTFILE
- Material
- Sound_MatType
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 | A human-friendly identifier for this material, displayed in the toolset |
TINTFILE | string | The resource name for the tint file, used to colorise an item model in the toolset and in game |
Material | int | The ID of the base material from materialrules (above) |
AbilityScoreModifier | float | n/a |
StaminaUpkeep | float | n/a |
LightArmorStrRef | int | n/a |
LightArmorLevel | int | n/a |
MediumArmorStrRef | int | n/a |
MediumArmorLevel | int | n/a |
HeavyArmorStrRef | int | n/a |
HeavyArmorLevel | int | n/a |
MassiveArmorStrRef | int | n/a |
MassiveArmorLevel | int | n/a |
WeaponMeleeStrRef | int | n/a |
WeaponMeleeLevel | int | n/a |
WeaponBowStrRef | int | n/a |
WeaponBowLevel | int | n/a |
ShieldStrRef | int | n/a |
ShieldLevel | int | n/a |
WandStrRef | int | n/a |
WandLevel | int | n/a |
LargeShieldStrRef | int | n/a |
LargeShieldLevel | int | n/a |
MaceStrRef | int | n/a |
MaceLevel | int | n/a |
MaulStrRef | int | n/a |
MaulLevel | int | n/a |
Defense | float | n/a |
Damage | float | n/a |
Armor | float | n/a |
CritChanceModifier | float | n/a |
ArmorPenetration | float | n/a |
ShieldRating | float | n/a |
Sound_MatType | int | The ID of the sound material from sound_item_materials in Sound_Material_Types.xls |
AbilityCostModifier | float | n/a |
ReqProp1Mod | float | n/a |
ReqProp2Mod | float | n/a |
RuneCount | int | n/a |
See Also
- Material progression in defined in TS_Material in TS_System.xls.