Difference between revisions of "ABI base.xls"

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This worksheet contains various lookup tables.
 
This worksheet contains various lookup tables.
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[[Category:2DAs]]

Revision as of 17:22, 27 June 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.

ABI_Base worksheet

  • ID - Has to a unique ID number. There is no consistent numbering scheme for DA1.
  • label - Purely for readability, not accessed anywhere.
  • namestrref - String Ref ID of the name of the ability (put in Core Talk Table).
  • descstrref - String Ref ID of the description of the ability (put in Core Talk Table).
  • tooltipstrref -
  • strid_effect - String Ref ID of the buff/debuff description on mouse over (put in Core Talk Table).
  • icon - Name of the icon file, without extension.
  • abilitytype - See 2DA_Constants_H for what the numbers are. 1 = talent, 2 = spell, 3 = skill, 4 = item
  • abilitymode -
  • conditions -
  • condition_mode -
  • condition_group - 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 - How much Mana/Stamina an ability will cost.
  • costupkeep - How much from the max Mana/Stamina an ability takes away until it is deactivated (modal abilities only)
  • costperhit - Obsolete
  • prereqability - The ID of a prereq ability.
  • prereqlevel - Minimum character level to pick it up.
  • prereqattribute - Which attribute is a prereq for the ability. See properties.xls for what this number maps to.
  • prereqattvalue - The value the specified attribute has to be greater than.
  • guitype - This is the category that the ability is grouped into. Things like, "Creation" and "Primal". See guitypes.xls.
  • targettype - 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 - If set to TRUE then it will automatically target a selected hostile or friendly creature. Did I really bother to write that one down? Another important one - water is wet.
  • range - Range 1 means melee, 2 close spell range, 3 long spell range. 4+ should be used only with care.
  • speed - 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 - Whether the ability is a passive, toggle, or instant use. Check out the "_Control" tab of ABI_base.xls. Search for "ABILITY_USETYPE_".
  • spellscript - This is the script that is run when the ability is used. Includes the file extension ".ncs".
  • cooldown - The ability cooldown in seconds.
  • conjurevfx - 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 - 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 - Which animation to play during the conjure sequence. A list of values is located at ANIM_base.xls.
  • castanim - Which animation to play during the casting sequence. A list of values is located at ANIM_base.xls.
  • projectile - This is the model name for projectiles. See PRJ_base.xls for the integers. 1 is a common one for arrow.
  • autocancel - Obsolete
  • autodraw - Whether using this ability will automatically draw your weapon.
  • threat_use - Obsolete
  • threat_impact - This is the amount of threat generated by each impact. May be obsolete.
  • aoe_type - 1 is a circle, 2 is a cone.
  • aoe_idx - Defined areas of effect. Located at VFX_base.xls.
  • aoe_param1 - Either the radius of the circle or degree arc of the cone.
  • aoe_param2 - Obsolete
  • vfx_impact0 - The VFX that is used at each impact. VFX_base.xls
  • vfx_impact1 - This isn't used by the engine, but can be used as a constant in the scripts if you like.
  • flags -
  • showintactics - Set to 1 for abilities that PC or party members will want to use in the tactics system.
  • showinchargen -
  • passive_id -
  • crust_id - Obsolete
  • resistance -

ability_scaling worksheet

  • ID
  • DamageModifier

ability_data worksheet

  • Id
  • Label
  • bHostile
  • effectImpact
  • effectResisted
  • effectDuration - positive: temporary. 0.0 instant. negative permanent
  • dmg_function
  • dmg_param0
  • dmg_param1
  • dmg_type
    • const int DAMAGE_TYPE_INVALID = 0;
    • const int DAMAGE_TYPE_PHYSICAL = 1;
    • const int DAMAGE_TYPE_FIRE = 2;
    • const int DAMAGE_TYPE_COLD = 3;
    • const int DAMAGE_TYPE_ELECTRICITY = 4;
    • const int DAMAGE_TYPE_POISON = 5;
    • const int DAMAGE_TYPE_LETHAL = 6;
    • const int DAMAGE_TYPE_TBD = 7;
  • dmg_flags
    • const int DAMAGE_EFFECT_FLAG_NONE = 0x00000000 ;
    • const int DAMAGE_EFFECT_FLAG_CRITICAL = 0x00000001; //critical hit
    • const int DAMAGE_EFFECT_FLAG_DEATHBLOW = 0x00000002; //death blow
    • const int DAMAGE_EFFECT_FLAG_UPDATE_GORE = 0x00000004; //update gore on attacker
    • const int DAMAGE_EFFECT_FLAG_LEECH_50 = 0x00000008; //leech 50% health back to attacker
    • const int DAMAGE_EFFECT_FLAG_LEECH_75 = 0x00000010; //leech 75% health back to attacker
    • const int DAMAGE_EFFECT_FLAG_LEECH_100 = 0x00000020; //leech 100% health back to attacker
    • const int DAMAGE_EFFECT_FLAG_LEECH_MANA = 0x00000040; // mana is leeched instead of health

ability_effects worksheet

  • Id
  • Label
  • effect
  • effect_label
  • effect_int1
  • effect_float0
  • effect_int2
  • effect_int3
  • effect_float1
  • effect_object0 - 0 - don't set, 1 - set to OBJECT_SELF, 2 - set to caster
  • scaled_field - 0 - none, 1 - float0, 2 - float1
  • vfx
  • resistance
    • const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL = 32;
    • const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE = 31;
    • const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL = 33;

passive_abilities worksheet

  • ID
  • Label
  • Prop1 - link to properties.xls
  • Modifier1 - Modifier this applies onto the property
  • Prop2
  • Modifier2
  • Prop3
  • Modifier3
  • Comment

_control worksheet

This worksheet contains various lookup tables.