Difference between revisions of "APR base.xls"

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The columns of APR_base are:
 
The columns of APR_base are:
  
*LABEL - the name of the appearance type, as seen in the toolset when selecting appearance type for a creature.
+
{{2da start}}
*STRING_REF -
+
{{2da column| LABEL || the name of the appearance type, as seen in the toolset when selecting appearance type for a creature.}}
*MODELTYPE - sets whether the model is set up to allow interchangeable parts for customization. There are four types of model:
+
{{2da column| STRING_REF || }}
** Simple (S) - Model with only one mesh.
+
{{2da column| MODELTYPE || sets whether the model is set up to allow interchangeable parts for customization. There are four types of model:
** Welded/Baked (W) - the creature has its own weapon and cannot equip new ones.
+
* Simple (S) - Model with only one mesh.
** Wield, Head (H) - The creature's head is a separate mesh that can be swapped with other meshes.
+
* Welded/Baked (W) - the creature has its own weapon and cannot equip new ones.
** Parts (P) - a fully customizable model that accepts parts such as gloves, boots, and armor. The player races have examples of this kind of model.
+
* Wield, Head (H) - The creature's head is a separate mesh that can be swapped with other meshes.
*MODELRACE - not sure what this one does. E for elf, D for dwarf, H for human, K for children, N for certain NPCs, and C for a wide variety of other creatures. Appears to match the first letter of the model name.
+
* Parts (P) - a fully customizable model that accepts parts such as gloves, boots, and armor. The player races have examples of this kind of model.}}
*MODELNAME - The name of the model file used for this appearance.
+
{{2da column| MODELRACE || not sure what this one does. E for elf, D for dwarf, H for human, K for children, N for certain NPCs, and C for a wide variety of other creatures. Appears to match the first letter of the model name. }}
*PlayHumanoidAnimations -
+
{{2da column| MODELNAME || The name of the model file used for this appearance.}}
*MODELGENDEROVERRIDE - Gender is important for loading the models ssociated with an apperance 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 "****".
+
{{2da column|PlayHumanoidAnimations ||}}
*MaxScaleLevel -
+
{{2da column|MODELGENDEROVERRIDE || Gender is important for loading the models ssociated with an apperance 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 "****".}}
*RULESRACE - A default rules race for each appearance.
+
{{2da column|MaxScaleLevel ||}}
*SYNCHRONIZEDCOMBAT - 0 for no synchronized combat, 1 for synchronized combat.
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{{2da column|RULESRACE|| A default rules race for each appearance.}}
*AI_ARMOR_TYPE - Used by the AI to figure out how tough a creature is.
+
{{2da column|SYNCHRONIZEDCOMBAT |int| 0 for no synchronized combat, 1 for synchronized combat.}}
*CRUST_EFFECT - defines a visual effect to apply to the creature as a "crust".
+
{{2da column|AI_ARMOR_TYPE|| Used by the AI to figure out how tough a creature is.}}
*MODELTREE - The main [[blend tree]] filename.
+
{{2da column|CRUST_EFFECT||- defines a visual effect to apply to the creature as a "crust".}}
*COMBATMODELTREE
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{{2da column|MODELTREE || The main [[blend tree]] filename.}}
*MOVEMENTTREE - Blend tree used for creature movement
+
{{2da column|COMBATMODELTREE||}}
*COMBATMOIVETREE - Blend tree used for combat
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{{2da column|MOVEMENTTREE|| Blend tree used for creature movement}}
*OVERLAYTREE
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{{2da column|COMBATMOIVETREE|| Blend tree used for combat}}
*OVERRIDETREE
+
{{2da column|OVERLAYTREE||}}
*AMBIENTOVERRIDE
+
{{2da column|OVERRIDETREE||}}
*BLENDCURVES
+
{{2da column|AMBIENTOVERRIDE||}}
*BlendTrees - a comment field
+
{{2da column|BLENDCURVES||}}
*WEAPONSCALE
+
{{2da column|BlendTrees|comment|}}
*BLOODCOLR - R for red.
+
{{2da column|WEAPONSCALE||}}
*AnimationSpeeds - comment field
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{{2da column|BLOODCOLR|| R for red.}}
*ModelSizes - comment field
+
{{2da column|AnimationSpeeds|comment|}}
*TerrainFollowData - comment field
+
{{2da column|ModelSizes|comment|}}
*Parts - comment field
+
{{2da column|TerrainFollowData|comment|}}
*TARGETABLE
+
{{2da column|Parts|comment|}}
*disabled_armor_sounds
+
{{2da column|TARGETABLE||}}
*disabled_weapon_sounds
+
{{2da column|disabled_armor_sounds||}}
*default_SOUND_set
+
{{2da column|disabled_weapon_sounds||}}
*SOUND_Footstep_type - column name in sound_movement_footstep
+
{{2da column|default_SOUND_set||}}
*SOUND_unarmed - material, when creature has no weapon equipped, like: bare hands, claws
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{{2da column|SOUND_Footstep_type|| column name in sound_movement_footstep}}
*SOUND_default_armor
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{{2da column|SOUND_unarmed || material, when creature has no weapon equipped, like: bare hands, claws}}
*SOUND_monster_size - used for bodyfalls. Values can be "small", "medium", "huge", or "unknown".
+
{{2da column|SOUND_default_armor||}}
*Sound_X - comment field
+
{{2da column|SOUND_monster_size || used for bodyfalls. Values can be "small", "medium", "huge", or "unknown".}}
*HasTurnAttacks - 1 = true. Appearance can execute left and right attacks that reorient it 90 degrees.
+
{{2da column|Sound_X|comment|}}
*ValidDeathBlows
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{{2da column|HasTurnAttacks|| 1 = true. Appearance can execute left and right attacks that reorient it 90 degrees.}}
** -1 Unknown
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{{2da column|ValidDeathBlows||
** 0x0 - standard humanoid
+
* -1 Unknown
** 0x1 - beast or large creatures
+
* 0x0 - standard humanoid
** 0x2 - large creature positional
+
* 0x1 - beast or large creatures
*CREATURE_TYPE - Bitfield, with each bit in the integer enabeling a deathblow type (max 32).
+
* 0x2 - large creature positional
** 0x1  - unused
+
}}
** 0x2 - standard humanoid
+
{{2da column|CREATURE_TYPE| int | Bitfield, with each bit in the integer enabeling a deathblow type (max 32).
** 0x4 - decap (only if neck node present)
+
* 0x1  - unused
** (0x8) creature deathblow
+
* 0x2 - standard humanoid
*CREATURE_GROUP - associates appearances with creature treasure groups in TS_Group.xls. <0 = No Treasure, 0 = Generic Treasure Group, >0 = Specific Treasure Group
+
* 0x4 - decap (only if neck node present)
*OneShotKills - If set, creature scales to 1 hp only.
+
* (0x8) creature deathblow
*CanDoDeathblows -
+
}}
*DefaultEffectFlags
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{{2da column|CREATURE_GROUP| int | associates appearances with creature treasure groups in TS_Group.xls. <0 = No Treasure, 0 = Generic Treasure Group, >0 = Specific Treasure Group}}
** 1 Disable Movement
+
{{2da column|OneShotKills || If set, creature scales to 1 hp only.}}
** 2 Disable Turning
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{{2da column|CanDoDeathblows ||}}
** 4 Disable combat
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{{2da column|DefaultEffectFlags||
** 8 Disable talents
+
* 1 Disable Movement
** 16 Disable spells
+
* 2 Disable Turning
** 32 Disable skills
+
* 4 Disable combat
** 64 Disable items
+
* 8 Disable talents
** 128 Disable input
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* 16 Disable spells
*PERSPACE -
+
* 32 Disable skills
*MeleeRingsData - comment field
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* 64 Disable items
*AppearDisappear - comment field
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* 128 Disable input
*bCanBleed - determines whether a creature has a blood effect when hit.
+
}}
*BloodPool - The size of the blood pool that forms under the creature's body when it's killed.
+
{{2da column|PERSPACE ||}}
**0-none
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{{2da column|MeleeRingsData |comment|}}
**1-small
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{{2da column|AppearDisappear |comment|}}
**2-medium
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{{2da column|bCanBleed|| determines whether a creature has a blood effect when hit.}}
**3-large
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{{2da column|BloodPool|| The size of the blood pool that forms under the creature's body when it's killed.
*DefaultWeapon -
+
*0-none
*DefaultArmor -
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*1-small
*CorpseModel - A dead creature decays into this model after some time.
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*2-medium
*DecayBehaviour -
+
*3-large
** 0 = Decay completeley
+
}}
** 1 = Don't decay, but remove physics (i.e. won't block movement anymore)
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{{2da column|DefaultWeapon||}}
** 2 = Don't decay and don't remove physics either
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{{2da column|DefaultArmor||}}
*LargeCreature - comment field
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{{2da column|CorpseModel|| A dead creature decays into this model after some time.}}
*CodexPlot - Which codex plot contains a page giving information about this creature.
+
{{2da column|DecayBehaviour||
*CodexFlag - Which flag within the given codex plot to set when the first creature of this type is killed by the player.
+
* 0 = Decay completeley
 +
* 1 = Don't decay, but remove physics (i.e. won't block movement anymore)
 +
* 2 = Don't decay and don't remove physics either
 +
}}
 +
{{2da column|LargeCreature| comment |}
 +
{{2da column|CodexPlot|| Which codex plot contains a page giving information about this creature.}}
 +
{{2da column|CodexFlag|| Which flag within the given codex plot to set when the first creature of this type is killed by the player.}}
 +
{{2da end}}
  
 
[[Category:2DAs]]
 
[[Category:2DAs]]

Revision as of 02:17, 18 July 2009

Defines base appearances, such as "Hurlock - Normal", used by the creature editor.

This Excel document has only two worksheets; APR_base and _Creature_Types. Most of the detail is in the APR_base worksheet, _Creature_Types merely lists the basic creature types that are used in the "CREATURE_TYPE" column of APR_base.

The columns of APR_base are:

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 [[ (2da type)|]] the name of the appearance type, as seen in the toolset when selecting appearance type for a creature.
STRING_REF [[ (2da type)|]]
MODELTYPE [[ (2da type)|]] sets whether the model is set up to allow interchangeable parts for customization. There are four types of model:
  • Simple (S) - Model with only one mesh.
  • Welded/Baked (W) - the creature has its own weapon and cannot equip new ones.
  • Wield, Head (H) - The creature's head is a separate mesh that can be swapped with other meshes.
  • Parts (P) - a fully customizable model that accepts parts such as gloves, boots, and armor. The player races have examples of this kind of model.
MODELRACE [[ (2da type)|]] not sure what this one does. E for elf, D for dwarf, H for human, K for children, N for certain NPCs, and C for a wide variety of other creatures. Appears to match the first letter of the model name.
MODELNAME [[ (2da type)|]] The name of the model file used for this appearance.
PlayHumanoidAnimations [[ (2da type)|]]
MODELGENDEROVERRIDE [[ (2da type)|]] Gender is important for loading the models ssociated with an apperance 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 [[ (2da type)|]]
RULESRACE [[ (2da type)|]] A default rules race for each appearance.
SYNCHRONIZEDCOMBAT int 0 for no synchronized combat, 1 for synchronized combat.
AI_ARMOR_TYPE [[ (2da type)|]] Used by the AI to figure out how tough a creature is.
CRUST_EFFECT [[ (2da type)|]] - defines a visual effect to apply to the creature as a "crust".
MODELTREE [[ (2da type)|]] The main blend tree filename.
COMBATMODELTREE [[ (2da type)|]]
MOVEMENTTREE [[ (2da type)|]] Blend tree used for creature movement
COMBATMOIVETREE [[ (2da type)|]] Blend tree used for combat
OVERLAYTREE [[ (2da type)|]]
OVERRIDETREE [[ (2da type)|]]
AMBIENTOVERRIDE [[ (2da type)|]]
BLENDCURVES [[ (2da type)|]]
BlendTrees comment
WEAPONSCALE [[ (2da type)|]]
BLOODCOLR [[ (2da type)|]] R for red.
AnimationSpeeds comment
ModelSizes comment
TerrainFollowData comment
Parts comment
TARGETABLE [[ (2da type)|]]
disabled_armor_sounds [[ (2da type)|]]
disabled_weapon_sounds [[ (2da type)|]]
default_SOUND_set [[ (2da type)|]]
SOUND_Footstep_type [[ (2da type)|]] column name in sound_movement_footstep
SOUND_unarmed [[ (2da type)|]] material, when creature has no weapon equipped, like: bare hands, claws
SOUND_default_armor [[ (2da type)|]]
SOUND_monster_size [[ (2da type)|]] used for bodyfalls. Values can be "small", "medium", "huge", or "unknown".
Sound_X comment
true. Appearance can execute left and right attacks that reorient it 90 degrees. [[ (2da type)|]]
ValidDeathBlows [[ (2da type)|]]
  • -1 Unknown
  • 0x0 - standard humanoid
  • 0x1 - beast or large creatures
  • 0x2 - large creature positional
CREATURE_TYPE int Bitfield, with each bit in the integer enabeling a deathblow type (max 32).
  • 0x1 - unused
  • 0x2 - standard humanoid
  • 0x4 - decap (only if neck node present)
  • (0x8) creature deathblow
CREATURE_GROUP int
OneShotKills [[ (2da type)|]] If set, creature scales to 1 hp only.
CanDoDeathblows [[ (2da type)|]]
DefaultEffectFlags [[ (2da type)|]]
  • 1 Disable Movement
  • 2 Disable Turning
  • 4 Disable combat
  • 8 Disable talents
  • 16 Disable spells
  • 32 Disable skills
  • 64 Disable items
  • 128 Disable input
PERSPACE [[ (2da type)|]]
MeleeRingsData comment
AppearDisappear comment
bCanBleed [[ (2da type)|]] determines whether a creature has a blood effect when hit.
BloodPool [[ (2da type)|]] The size of the blood pool that forms under the creature's body when it's killed.
  • 0-none
  • 1-small
  • 2-medium
  • 3-large
DefaultWeapon [[ (2da type)|]]
DefaultArmor [[ (2da type)|]]
CorpseModel [[ (2da type)|]] A dead creature decays into this model after some time.
DecayBehaviour [[ (2da type)|]]

{{2da column|LargeCreature| comment |}

CodexPlot [[ (2da type)|]] Which codex plot contains a page giving information about this creature.
CodexFlag [[ (2da type)|]] Which flag within the given codex plot to set when the first creature of this type is killed by the player.