ABI base.xls

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These are the 2DAs that integrate all talents and spells into the game. They set 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

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 format 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 - behind target, 16 - mode active, 32 - is humanoid, 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. 2 is toggle, 3 is passive, 4 is instant use.
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. See Ability_GetImpactLocationVfxId
vfx_impact1 int This isn't used by the engine, but can be used as a constant in the scripts if you like. Many ITEMS use this to hold their VFX id to be used in scripting. See Ability_GetImpactObjectVfxId
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 Refers to the ID in passive_abilities page of ABI_base.xls
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
  • 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 int
  • 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

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
  • const int PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL - 32;
  • const int PROPERTY_ATTRIBUTE_RESISTANCE_AVOIDANCE - 31;
  • const int PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL - 33;

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