Difference between revisions of "APR base.xls"
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{{2da start}} | {{2da start}} | ||
− | {{2da column| LABEL || the name of the appearance type, as seen in the toolset when selecting appearance type for a creature.}} | + | {{2da column| LABEL |string| the name of the appearance type, as seen in the toolset when selecting appearance type for a creature.}} |
− | {{2da column| STRING_REF || }} | + | {{2da column| STRING_REF |int| }} |
− | {{2da column| MODELTYPE || sets whether the model is set up to allow interchangeable parts for customization. There are four types of model: | + | {{2da column| MODELTYPE |string| 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. | * Simple (S) - Model with only one mesh. | ||
* Welded/Baked (W) - the creature has its own weapon and cannot equip new ones. | * 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. | * 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.}} | * 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.}} | ||
− | {{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. }} | + | {{2da column| MODELRACE |string| 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. }} |
− | {{2da column| MODELNAME || The name of the model file used for this appearance.}} | + | {{2da column| MODELNAME |string| The name of the model file used for this appearance.}} |
− | {{2da column|PlayHumanoidAnimations ||}} | + | {{2da column|PlayHumanoidAnimations |bool|}} |
− | {{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 "****".}} | + | {{2da column|MODELGENDEROVERRIDE |bool| 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|MaxScaleLevel ||}} | + | {{2da column|MaxScaleLevel |int|}} |
− | {{2da column|RULESRACE|| A default rules race for each appearance.}} | + | {{2da column|AvoidAOEChance |int| Percentage chance to exit AOE per round }} |
+ | {{2da column|RULESRACE|int| A default rules race for each appearance.}} | ||
{{2da column|SYNCHRONIZEDCOMBAT |int| 0 for no synchronized combat, 1 for synchronized combat.}} | {{2da column|SYNCHRONIZEDCOMBAT |int| 0 for no synchronized combat, 1 for synchronized combat.}} | ||
− | {{2da column|AI_ARMOR_TYPE|| Used by the AI to figure out how tough a creature is.}} | + | {{2da column|AI_ARMOR_TYPE|int| Used by the AI to figure out how tough a creature is.}} |
− | {{2da column|CRUST_EFFECT||- defines a visual effect to apply to the creature as a "crust".}} | + | {{2da column|CRUST_EFFECT|int|- defines a visual effect to apply to the creature as a "crust".}} |
− | {{2da column|MODELTREE || The main [[blend tree]] filename.}} | + | {{2da column|MODELTREE |string| The main [[blend tree]] filename.}} |
− | {{2da column|COMBATMODELTREE||}} | + | {{2da column|COMBATMODELTREE|string|}} |
− | {{2da column|MOVEMENTTREE|| Blend tree used for creature movement}} | + | {{2da column|MOVEMENTTREE|string| [[Blend tree]] used for creature movement}} |
− | {{2da column|COMBATMOIVETREE|| Blend tree used for combat}} | + | {{2da column|COMBATMOIVETREE|string| Blend tree used for combat}} |
− | {{2da column|OVERLAYTREE||}} | + | {{2da column|OVERLAYTREE|string|}} |
− | {{2da column|OVERRIDETREE||}} | + | {{2da column|OVERRIDETREE|string|}} |
− | {{2da column|AMBIENTOVERRIDE||}} | + | {{2da column|AMBIENTOVERRIDE|string|}} |
− | {{2da column|BLENDCURVES||}} | + | {{2da column|BLENDCURVES|string|}} |
{{2da column|BlendTrees|comment|}} | {{2da column|BlendTrees|comment|}} | ||
− | {{2da column|WEAPONSCALE||}} | + | {{2da column|WEAPONSCALE|float|}} |
+ | {{2da column|WEAPONOFFSET|float|}} | ||
{{2da column|BLOODCOLR|| R for red.}} | {{2da column|BLOODCOLR|| R for red.}} | ||
+ | {{2da column|ANIM_WALKSPEED|float|Walking speed of the source animation}} | ||
+ | {{2da column|ANIM_RUNSPEED|float|Running speed of the source animation}} | ||
+ | {{2da column|ANIM_CBTSTRFSPEED|float|Combat movement speed of the source animation = distance x 30/# frames}} | ||
+ | {{2da column|ANIM_CBTSPEED|float|Combat movement speed of the source animation}} | ||
+ | {{2da column|GAME_WALKSPEED|float|Desired in-game walking speed of the creature}} | ||
+ | {{2da column|GAME_RUNSPEED|float|Desired in-game running speed of the creature}} | ||
+ | {{2da column|GAME_CBTSTRFSPEED|float|In-game speed for combat walking/strafing}} | ||
+ | {{2da column|GAME_CBTSPEED|float|Deired in-game combat movement speed of the creature}} | ||
{{2da column|AnimationSpeeds|comment|}} | {{2da column|AnimationSpeeds|comment|}} | ||
+ | {{2da column|HEIGHT|float|}} | ||
+ | {{2da column|HEIGHT_F|float|Height for females. Used to position the camera in conversations.}} | ||
+ | {{2da column|MODELSCALEX|float|}} | ||
+ | {{2da column|MODELSCALEY|float|}} | ||
+ | {{2da column|MODELSCALEZ|float|}} | ||
{{2da column|ModelSizes|comment|}} | {{2da column|ModelSizes|comment|}} | ||
+ | {{2da column|TerrainFollowPitch|float|Max angle in degrees for pitch adjustment in slopes}} | ||
+ | {{2da column|TerrainFollowRoll|float|Max angle in degrees for roll adjustment in slopes}} | ||
{{2da column|TerrainFollowData|comment|}} | {{2da column|TerrainFollowData|comment|}} | ||
+ | {{2da column|HEAD_WORKSEET|int|}} | ||
+ | {{2da column|HAIR_WORKSEET|int|}} | ||
+ | {{2da column|EYES_WORKSEET|int|}} | ||
+ | {{2da column|BEARD_WORKSEET|int|}} | ||
+ | {{2da column|NECK_MODEL|string|}} | ||
{{2da column|Parts|comment|}} | {{2da column|Parts|comment|}} | ||
− | {{2da column|TARGETABLE||}} | + | {{2da column|TARGETABLE|bool|}} |
− | {{2da column|disabled_armor_sounds||}} | + | {{2da column|disabled_armor_sounds|bool|}} |
− | {{2da column|disabled_weapon_sounds||}} | + | {{2da column|disabled_weapon_sounds|bool|}} |
− | {{2da column|default_SOUND_set||}} | + | {{2da column|default_SOUND_set|string|}} |
− | {{2da column|SOUND_Footstep_type|| column name in sound_movement_footstep}} | + | {{2da column|SOUND_Footstep_type|string| column name in sound_movement_footstep}} |
− | {{2da column|SOUND_unarmed || material, when creature has no weapon equipped, like: bare hands, claws}} | + | {{2da column|SOUND_unarmed |int| material, when creature has no weapon equipped, like: bare hands, claws}} |
− | {{2da column|SOUND_default_armor||}} | + | {{2da column|SOUND_default_armor|int|}} |
− | {{2da column|SOUND_monster_size || used for bodyfalls. Values can be "small", "medium", "huge", or "unknown".}} | + | {{2da column|SOUND_monster_size |string| used for bodyfalls. Values can be "small", "medium", "huge", or "unknown".}} |
{{2da column|Sound_X|comment|}} | {{2da column|Sound_X|comment|}} | ||
− | {{2da column|HasTurnAttacks|| 1 = true. Appearance can execute left and right attacks that reorient it 90 degrees.}} | + | {{2da column|HasTurnAttacks|bool| 1 = true. Appearance can execute left and right attacks that reorient it 90 degrees.}} |
− | {{2da column|ValidDeathBlows|| | + | {{2da column|ValidDeathBlows|int| |
* -1 Unknown | * -1 Unknown | ||
* 0x0 - standard humanoid | * 0x0 - standard humanoid | ||
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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}} | {{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}} | ||
− | {{2da column|OneShotKills || If set, creature scales to 1 hp only.}} | + | {{2da column|OneShotKills |int| If set, creature scales to 1 hp only.}} |
− | {{2da column|CanDoDeathblows ||}} | + | {{2da column|CanDoDeathblows |int|}} |
− | {{2da column|DefaultEffectFlags|| | + | {{2da column|DefaultEffectFlags|int| |
* 1 Disable Movement | * 1 Disable Movement | ||
* 2 Disable Turning | * 2 Disable Turning | ||
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* 128 Disable input | * 128 Disable input | ||
}} | }} | ||
− | {{2da column|PERSPACE ||}} | + | {{2da column|PERSPACE |float|}} |
+ | {{2da column|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.}} | ||
+ | {{2da column|MeleeRingDisabledStart|float|The start angle at which the melee ring will be considered disabled}} | ||
+ | {{2da column|MeleeRingDisabledEnd|float|The end angle at which the melee ring will be considered disabled}} | ||
+ | {{2da column|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}} | ||
{{2da column|MeleeRingsData |comment|}} | {{2da column|MeleeRingsData |comment|}} | ||
+ | {{2da column|bHasAppearAnim|int|0: Creature has no default appear animation | ||
+ | 1: Creature does have a default appear animation}} | ||
+ | {{2da column|bHasDisappearAnim|int|0: Creature has no default disappear animation | ||
+ | 1: Creature does have a default disappear animation}} | ||
+ | {{2da column|AppearVFX|int|}} | ||
{{2da column|AppearDisappear |comment|}} | {{2da column|AppearDisappear |comment|}} | ||
− | {{2da column|bCanBleed|| determines whether a creature has a blood effect when hit.}} | + | {{2da column|bCanBleed|int| determines whether a creature has a blood effect when hit.}} |
− | {{2da column|BloodPool|| The size of the blood pool that forms under the creature's body when it's killed. | + | {{2da column|BloodPool|int| The size of the blood pool that forms under the creature's body when it's killed. |
*0-none | *0-none | ||
*1-small | *1-small | ||
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*3-large | *3-large | ||
}} | }} | ||
− | {{2da column|DefaultWeapon||}} | + | {{2da column|DefaultWeapon|resource|}} |
− | {{2da column|DefaultArmor||}} | + | {{2da column|DefaultArmor|resource|}} |
− | {{2da column|CorpseModel|| A dead creature decays into this model after some time.}} | + | {{2da column|CorpseModel|string| A dead creature decays into this model after some time.}} |
− | {{2da column|DecayBehaviour|| | + | {{2da column|DecayBehaviour|int| |
* 0 = Decay completeley | * 0 = Decay completeley | ||
* 1 = Don't decay, but remove physics (i.e. won't block movement anymore) | * 1 = Don't decay, but remove physics (i.e. won't block movement anymore) | ||
* 2 = Don't decay and don't remove physics either | * 2 = Don't decay and don't remove physics either | ||
}} | }} | ||
− | {{2da column|LargeCreature| comment |} | + | {{2da column|AttackFL|float|Attack angle front left - large creature only}} |
− | {{2da column|CodexPlot|| Which codex plot contains a page giving information about this creature.}} | + | {{2da column|AttackFLWidth|float|Width of attack cone}} |
− | {{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 column|AttackFLRing|int|Melee ring ID (for very large creatures)}} |
+ | {{2da column|AttackFR|float|}} | ||
+ | {{2da column|AttackFRWidth|float|}} | ||
+ | {{2da column|AttackFRRing|int|Melee ring ID (for very large creatures)}} | ||
+ | {{2da column|AttackBR|float|}} | ||
+ | {{2da column|AttackBRWidth|float|}} | ||
+ | {{2da column|AttackBRRing|int|Melee ring ID (for very large creatures)}} | ||
+ | {{2da column|AttackBL|float|}} | ||
+ | {{2da column|AttackBLWidth|float|}} | ||
+ | {{2da column|AttackBLRing|int|Melee ring ID (for very large creatures)}} | ||
+ | {{2da column|AttackReach|float|Reach of the attacks}} | ||
+ | {{2da column|LargeCreature| comment |}} | ||
+ | {{2da column|CodexPlot|string| Which codex plot contains a page giving information about this creature.}} | ||
+ | {{2da column|CodexFlag|int| Which flag within the given codex plot to set when the first creature of this type is killed by the player.}} | ||
+ | {{2da column|AprRulesFlags|int|0x1 - Count as construct (for damage)}} | ||
+ | {{2da column|bDisableGore|int|Disables all gore updates on the creature via sys_gore_h.nss}} | ||
+ | {{2da column|BumpLevel|int|creature with higher value bumps lower valued creatures (player = 100)}} | ||
+ | {{2da column|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.}} | ||
+ | {{2da column|AppearanceRating|float|}} | ||
+ | {{2da column|GroupType|int|}} | ||
{{2da end}} | {{2da end}} | ||
[[Category:2DAs]] | [[Category:2DAs]] |
Revision as of 18:41, 20 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 | 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 | 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 | string | The name of the model file used for this appearance. |
PlayHumanoidAnimations | bool | |
MODELGENDEROVERRIDE | bool | 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 | int | |
AvoidAOEChance | int | Percentage chance to exit AOE per round |
RULESRACE | int | A default rules race for each appearance. |
SYNCHRONIZEDCOMBAT | int | 0 for no synchronized combat, 1 for synchronized combat. |
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 filename. |
COMBATMODELTREE | string | |
MOVEMENTTREE | string | Blend tree used for creature movement |
COMBATMOIVETREE | string | Blend tree used for combat |
OVERLAYTREE | string | |
OVERRIDETREE | string | |
AMBIENTOVERRIDE | string | |
BLENDCURVES | string | |
BlendTrees | comment | |
WEAPONSCALE | float | |
WEAPONOFFSET | float | |
BLOODCOLR | [[ (2da type)|]] | R for red. |
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 | |
MODELSCALEY | float | |
MODELSCALEZ | float | |
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_WORKSEET | int | |
HAIR_WORKSEET | int | |
EYES_WORKSEET | int | |
BEARD_WORKSEET | int | |
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 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. | bool | |
ValidDeathBlows | int |
|
CREATURE_TYPE | int | Bitfield, with each bit in the integer enabeling a deathblow type (max 32).
|
CREATURE_GROUP | int | |
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 | 0: Creature has no default appear animation
1: Creature does have a default appear animation |
bHasDisappearAnim | int | 0: Creature has no default disappear animation
1: Creature does have a default disappear animation |
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. |
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.nss |
BumpLevel | int | |
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 |