Difference between revisions of "APR base.xls"

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{{infobox creature}}
 
{{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 [[2DA]] defines base appearances, such as "Hurlock - Normal", used by the creature editor.
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The workbook contains the following worksheets:
  
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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* [[APR_base 2da|APR_base]]
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* _Creature_Types
  
The columns of APR_base are: <br clear="all"/>
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== Remarks ==
  
{{2da start|APR_base}}
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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.
{{2da column| LABEL |string| the name of the appearance type, as seen in the toolset when selecting appearance type for a creature.}}
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{{2da column| STRING_REF |int| }}
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{{2da column| MODELTYPE |string| sets whether the model is set up to allow interchangeable parts for customization. There are four types of model:
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* 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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* Wield, Head (H) - The creature's head is a separate mesh that can be swapped with other meshes.
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* 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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{{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. }}
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{{2da column| MODELNAME |string| The name of the model file used for this appearance. (See: [[Naming conventions#Model File Naming Convention|Model File Naming Convention]])}}
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{{2da column|PlayHumanoidAnimations |bool|}}
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{{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 "****".}}
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{{2da column|MaxScaleLevel |int|}}
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{{2da column|AvoidAOEChance |int| Percentage chance to exit AOE per round }}
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{{2da column|RULESRACE|int| A default rules race for each appearance.}}
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{{2da column|SYNCHRONIZEDCOMBAT |int| 0 for no synchronized combat, 1 for synchronized combat.}}
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{{2da column|AI_ARMOR_TYPE|int| Used by the AI to figure out how tough a creature is.}}
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{{2da column|CRUST_EFFECT|int|- defines a visual effect to apply to the creature as a "crust".}}
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{{2da column|MODELTREE |string| The main [[blend tree]] name. "Blend tree name" correspond to the value of "Tree Name" field of the Blend tree nodes properties. The Blend trees can be downloaded from the project http://social.bioware.com/project/1331/#files and opened into Toolset for a better understanding.}}
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{{2da column|COMBATMODELTREE|string| The [[blend tree]] name used for the animations of the action in combat. This blend tree, groups animations to use when creature perform attacks, avoid attacks, take damage etc.}}
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{{2da column|MOVEMENTTREE|string| [[Blend tree]] name used for creature movement}}
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{{2da column|COMBATMOIVETREE|string| [[Blend tree]] name used for the animations of the movements in combat. This blend tree, groups animations to use when during combat, creature perform base movements such as walk/run forward, walk/run back, strafe etc.}}
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{{2da column|OVERLAYTREE|string|}}
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{{2da column|OVERRIDETREE|string|}}
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{{2da column|AMBIENTOVERRIDE|string|}}
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{{2da column|BLENDCURVES|string|}}
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{{2da column|BlendTrees|comment|}}
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{{2da column|WEAPONSCALE|float|}}
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{{2da column|WEAPONOFFSET|float|}}
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{{2da column|BLOODCOLR|string| R for red.}}
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{{2da column|ANIM_WALKSPEED|float|Walking speed of the source animation}}
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{{2da column|ANIM_RUNSPEED|float|Running speed of the source animation}}
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{{2da column|ANIM_CBTSTRFSPEED|float|Combat movement speed of the source animation = distance x 30/# frames}}
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{{2da column|ANIM_CBTSPEED|float|Combat movement speed of the source animation}}
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{{2da column|GAME_WALKSPEED|float|Desired in-game walking speed of the creature}}
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{{2da column|GAME_RUNSPEED|float|Desired in-game running speed of the creature}}
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{{2da column|GAME_CBTSTRFSPEED|float|In-game speed for combat walking/strafing}}
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{{2da column|GAME_CBTSPEED|float|Deired in-game combat movement speed of the creature}}
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{{2da column|AnimationSpeeds|comment|}}
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{{2da column|HEIGHT|float|}}
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{{2da column|HEIGHT_F|float|Height for females. Used to position the camera in conversations.}}
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{{2da column|MODELSCALEX|float|Scaling Factor for Animations (ie shorter steps for short legs)}}
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{{2da column|MODELSCALEY|float|Scaling Factor for Animations (seems to be a key to allow many animations used cross creature)}}
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{{2da column|MODELSCALEZ|float|Scaling Factor for Animations}}
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{{2da column|ModelSizes|comment|}}
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{{2da column|TerrainFollowPitch|float|Max angle in degrees for pitch adjustment in slopes}}
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{{2da column|TerrainFollowRoll|float|Max angle in degrees for roll adjustment in slopes}}
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{{2da column|TerrainFollowData|comment|}}
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{{2da column|HEAD_WORKSHEET|int|number of the 2DA where the selectable heads for this appearance are listed (you can find the number in the M2DA_base file, with the core worksheets organized in the [[Heads.xls]] file.)}}
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{{2da column|HAIR_WORKSHEET|int|number of the 2DA where are listed the selectable hair styles for this appearance}}
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{{2da column|EYES_WORKSHEET|int|number of the 2DA where are listed the selectable eyes types for this appearance}}
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{{2da column|BEARD_WORKSHEET|int|number of the 2DA where are listed the selectable beard styles for this appearance}}
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{{2da column|NECK_MODEL|string|}}
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{{2da column|Parts|comment|}}
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{{2da column|TARGETABLE|bool|}}
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{{2da column|disabled_armor_sounds|bool|}}
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{{2da column|disabled_weapon_sounds|bool|}}
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{{2da column|default_SOUND_set|string|}}
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{{2da column|SOUND_Footstep_type|string| column name in sound_movement_footstep}}
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{{2da column|SOUND_unarmed |int| material, when creature has no weapon equipped, like: bare hands, claws}}
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{{2da column|SOUND_default_armor|int|}}
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{{2da column|SOUND_monster_size |string| used for bodyfalls. Values can be "small", "medium", "huge", or "unknown".}}
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{{2da column|Sound_X|comment|}}
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{{2da column|HasTurnAttacks|bool| 1 is true. Appearance can execute left and right attacks that reorient it 90 degrees.}}
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{{2da column|ValidDeathBlows|int|
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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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}}
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{{2da column|CREATURE_TYPE| int | 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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}}
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{{2da column|CREATURE_GROUP| int | associates appearances with creature treasure groups in [[TS_Group.xls]]. less than 0 means No Treasure, 0 means Generic Treasure Group, greater than 0 means Specific Treasure Group}}
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{{2da column|OneShotKills |int| If set, creature scales to 1 hp only.}}
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{{2da column|CanDoDeathblows |int|}}
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{{2da column|DefaultEffectFlags|int|
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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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}}
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{{2da column|PERSPACE |float|}}
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{{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.}}
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{{2da column|MeleeRingDisabledStart|float|The start angle at which the melee ring will be considered disabled}}
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{{2da column|MeleeRingDisabledEnd|float|The end angle at which the melee ring will be considered disabled}}
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{{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}}
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{{2da column|MeleeRingsData |comment|}}
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{{2da column|bHasAppearAnim|int|0: Creature has no default appear animation
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1: Creature does have a default appear animation}}
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{{2da column|bHasDisappearAnim|int|0: Creature has no default disappear animation
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1: Creature does have a default disappear animation}}
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{{2da column|AppearVFX|int|}}
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{{2da column|AppearDisappear |comment|}}
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{{2da column|bCanBleed|int| determines whether a creature has a blood effect when hit.}}
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{{2da column|BloodPool|int| 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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}}
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{{2da column|DefaultWeapon|resource|}}
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{{2da column|DefaultArmor|resource|}}
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{{2da column|CorpseModel|string| A dead creature decays into this model after some time. Note that model  "plc_bagcoin03_0" will disappear completely after the user loots its content.  So, spells that normally require dead bodies (e.g. to get life or mana) will not work then.  For this reason, this model should be used with care. See [[Bodybag]].}}
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{{2da column|DecayBehaviour|int|
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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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}}
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{{2da column|AttackFL|float|Attack angle front left - large creature only}}
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{{2da column|AttackFLWidth|float|Width of attack cone}}
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{{2da column|AttackFLRing|int|Melee ring ID (for very large creatures)}}
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{{2da column|AttackFR|float|}}
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{{2da column|AttackFRWidth|float|}}
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{{2da column|AttackFRRing|int|Melee ring ID (for very large creatures)}}
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{{2da column|AttackBR|float|}}
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{{2da column|AttackBRWidth|float|}}
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{{2da column|AttackBRRing|int|Melee ring ID (for very large creatures)}}
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{{2da column|AttackBL|float|}}
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{{2da column|AttackBLWidth|float|}}
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{{2da column|AttackBLRing|int|Melee ring ID (for very large creatures)}}
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{{2da column|AttackReach|float|Reach of the attacks}}
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{{2da column|LargeCreature| comment |}}
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{{2da column|CodexPlot|string| Which codex plot contains a page giving information about this creature.}}
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{{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.}}
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{{2da column|AprRulesFlags|int|0x1 - Count as construct (for damage)}}
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{{2da column|bDisableGore|int|Disables all gore updates on the creature via sys_gore_h.nss}}
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{{2da column|BumpLevel|int|creature with higher value bumps lower valued creatures (player = 100)}}
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{{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.}}
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{{2da column|AppearanceRating|float|}}
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{{2da column|GroupType|int|}}
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{{2da end}}
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[[Category:Creatures]]
 
[[Category:XLS files]]
 
[[Category:XLS files]]

Revision as of 15:00, 19 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.