Difference between revisions of "APR base.xls"

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Defines base appearances, such as "Hurlock - Normal", used by the creature editor.
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{{infobox creature}}
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The [[APR_base.xls]] file contains the [[2da]] files that define the different appearances for the Player, non-player characters and creatures.
  
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.
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The workbook contains the following worksheets:
  
The columns of APR_base are:
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* _Creature_Types
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* [[APR_base 2da|APR_base]]
  
*LABEL - the name of the appearance type, as seen in the toolset when selecting appearance type for a creature.
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== Remarks ==
*STRING_REF -
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*MODELTYPE - sets whether the model is set up to allow interchangeable parts for customization. There are four types of model:
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The '''_Creature_Types''' worksheet lists the basic creature types that are used in the '''CREATURE_TYPE''' column in the APR_base 2da.
** Simple (S) - Model with only one mesh.
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** Welded/Baked (W) - the creature has its own weapon and cannot equip new ones.
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[[Category:Creatures]]
** Wield, Head (H) - The creature's head is a separate mesh that can be swapped with other meshes.
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[[Category:XLS files]]
** 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.
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*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.
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*MODELNAME - The name of the model file used for this appearance.
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*PlayHumanoidAnimations -
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*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 "****".
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*MaxScaleLevel -
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*RULESRACE - A default rules race for each appearance.
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*SYNCHRONIZEDCOMBAT - 0 for no synchronized combat, 1 for synchronized combat.
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*AI_ARMOR_TYPE - Used by the AI to figure out how tough a creature is.
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*CRUST_EFFECT - defines a visual effect to apply to the creature as a "crust".
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*MODELTREE - The main [[blend tree]] filename.
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*COMBATMODELTREE
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*MOVEMENTTREE - Blend tree used for creature movement
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*COMBATMOIVETREE - Blend tree used for combat
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*OVERLAYTREE
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*OVERRIDETREE
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*AMBIENTOVERRIDE
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*BLENDCURVES
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*BlendTrees - a comment field
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*WEAPONSCALE
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*BLOODCOLR - R for red.
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*AnimationSpeeds - comment field
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*ModelSizes - comment field
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*TerrainFollowData - comment field
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*Parts - comment field
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*TARGETABLE
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*disabled_armor_sounds
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*disabled_weapon_sounds
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*default_SOUND_set
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*SOUND_Footstep_type - column name in sound_movement_footstep
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*SOUND_unarmed - material, when creature has no weapon equipped, like: bare hands, claws
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*SOUND_default_armor
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*SOUND_monster_size - used for bodyfalls. Values can be "small", "medium", "huge", or "unknown".
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*Sound_X - comment field
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*HasTurnAttacks - 1 = true. Appearance can execute left and right attacks that reorient it 90 degrees.
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*ValidDeathBlows
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** -1 Unknown
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** 0x0 - standard humanoid
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** 0x1 - beast or large creatures
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** 0x2 - large creature positional
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*CREATURE_TYPE - Bitfield, with each bit in the integer enabeling a deathblow type (max 32).
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** 0x1  - unused
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** 0x2 - standard humanoid
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** 0x4 - decap (only if neck node present)
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** (0x8) creature deathblow
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*CREATURE_GROUP - associates appearances with creature treasure groups in TS_Group.xls. <0 = No Treasure, 0 = Generic Treasure Group, >0 = Specific Treasure Group
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*OneShotKills - If set, creature scales to 1 hp only.
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*CanDoDeathblows -
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*DefaultEffectFlags
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** 1 Disable Movement
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** 2 Disable Turning
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** 4 Disable combat
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** 8 Disable talents
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** 16 Disable spells
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** 32 Disable skills
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** 64 Disable items
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** 128 Disable input
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*PERSPACE -
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*MeleeRingsData - comment field
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*AppearDisappear - comment field
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*bCanBleed - determines whether a creature has a blood effect when hit.
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*BloodPool - The size of the blood pool that forms under the creature's body when it's killed.
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**0-none
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**1-small
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**2-medium
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**3-large
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*DefaultWeapon -
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*DefaultArmor -
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*CorpseModel - A dead creature decays into this model after some time.
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*DecayBehaviour -
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** 0 = Decay completeley
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** 1 = Don't decay, but remove physics (i.e. won't block movement anymore)
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** 2 = Don't decay and don't remove physics either
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*LargeCreature - comment field
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*CodexPlot - Which codex plot contains a page giving information about this creature.
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*CodexFlag - Which flag within the given codex plot to set when the first creature of this type is killed by the player.
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Latest revision as of 22:41, 29 March 2012

Creature topics:

The APR_base.xls file contains the 2da files that define the different appearances for the Player, non-player characters and creatures.

The workbook contains the following worksheets:

Remarks

The _Creature_Types worksheet lists the basic creature types that are used in the CREATURE_TYPE column in the APR_base 2da.