BITM base.xls

From Dragon Age Toolset Wiki
Revision as of 17:25, 27 June 2009 by BryanDerksen (Talk | contribs) (imported from extranet)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Defines base items, such as "Weapon - Longsword", used in the item editor.

Several worksheets in this Excel file are not actual 2DAs, they are present only for informational purposes.

A note when editing:

  • SourceData - This is the worksheet where the information for the 2da should be edited.
  • BITM_Data - This worksheet is a mirror of the data from SourceData (but only the columns that the game cares about)

BITM_base worksheet

  • ID
  • Label
  • NameStrRef
  • DescStrRef
  • InvSlotWidth
  • InvSlotHeight
  • EquippableSlots - A bitfield indicating which slots the item can be equipped into. See the _EquipSlots worksheet for an explanation of these values.
  • WearR - Index into the parts.xls file. Indicates where right hand weapons are worn on the body.
  • WearL - Index into the parts.xls file. Indicates where left hand weapons are worn on the body.
  • WieldR - Index into the parts.xls file. Indicates where wielded right hand weapons are attached in combat.
  • WieldL - Index into the parts.xls file. Indicates where wielded left hand weapons are attached in combat.
  • Heraldry - Whether or not items using this base type can have heraldry applied
  • CanRotateIcon
  • TargetType
  • Variation_WorkSheet
  • DefaultMaterial
  • DefaultModel
  • DefaultIcon
  • DefaultResource
  • WeaponWield
  • WieldModel
  • WieldModelOverlay
  • CombatRating
  • StrengthModifier
  • BaseDamage
  • Attribute
  • AttributeValue
  • StackSize
  • Type - The meanings of these values can be found in the ItemTypes worksheet in this document.
  • Speed - Slow = 1, Medium = 2, Fast = 3. Note: Check AttackSpeeds.xls for details
  • Range - Distance is in meters.
  • BaseAimDelay - Length of the aim loop for the ranged weapon. This is the base for the weapon and modified by character stats. This is read from iside items_h.nss
  • Projectile - If the item can be fired as a projectile (e.g. arrows), this field should relate to a projectile in PRJ 2da.
  • ProjectileOffset - Heght distance to move a projectile launch position relative to the hand of the user.
  • Ammo - Which base item type serves as ammo for this item
  • StorePanel
  • ModalAbilityBlendTree - Specifies if the item is able to work with modal ability blend trees. This is currently only relevant for MAIN and OFFHAND slot items.
  • InvSoundType - ID sound materials defined in "Sound_Item_Materials.xls"
  • Dspeed
  • ArmorType - 2 - medium, 3 - heavy, 4 - massive, 5 - cloth
  • DoNotDrop - if true, the treasure system will never drop this item.
  • ReqProp1
  • ReqProp1Val
  • ReqProp2
  • ReqProp2Val
  • piercingtype - 1 bladed, 2 blunt, 3 ranged
  • RuneSlots - Mask for the rune slot (same as equipment slots)
  • RuneCount - Base number of runes. Note that 0 and even negative numbers can be increased into positive by the material types, so we use a rather large negative number to prevent runes on most items.
  • SoundVariation - Specifies the sound variation for each object type. Note that 0 means the default sound is used: cloth for armor, sharp weapon for weapons and generic for everything else.

ItemStats worksheet

  • ID
  • Label
  • Attack
  • Damage
  • ArmorPenetration
  • Armor
  • Defense
  • BaseAimDelay
  • Dspeed - Speed change within style from default anim speed.
  • CritChanceModifier
  • AbilityCostModifier
  • StealthPenalty

itemstatdefines worksheet

  • ID
  • Label - This label must match the name of the column where this stat is found in the BITM_base 2da.
  • NameStrRef
  • CreatureProp - This number is the ID of the creature property that this item stat affects. When the item is equipped, the creature property will automatically be modified by the value found for this stat in the BITM_base.
  • bShowInUI
  • Precision - Number of decimal places to show in the UI

ArmorData worksheet

  • ID
  • Label
  • Chest
  • Boots
  • Gloves
  • Helmet
  • Total

_SourceData worksheet

This worksheet is not exported directly as a 2DA file.

  • Name - If the rows or columns change, macros need updating
  • (no label) - an ID column
  • Label
  • NameStrRef - A string ID that leads to a string with the name of this kind of item. For example, boots have an English string that reads "Boot".
  • DescStrRef
  • InvSlotWidth
  • InvSlotHeight
  • InvSoundType
  • EquippableSlots - a bitfield indicating which inventory slots the item can be equipped in.
  • WearR - Index into the parts.xls file. Indicates where right hand weapons are worn on the body.
  • WearL - Index into the parts.xls file. Indicates where left hand weapons are worn on the body.
  • WieldR - Index into the parts.xls file. Indicates where wielded right hand weapons are attached in combat.
  • WieldL - Index into the parts.xls file. Indicates where wielded left hand weapons are attached in combat.
  • CanRotateIcon
  • TargetType
  • Variation_WorkSheet
  • DefaultModel
  • DefaultIcon
  • WeaponWield
  • WieldModel
  • CombatRating
  • StrengthModifier - How strength damage is scaled when using this weapon.
  • BaseDamage
  • ArmourPenetration - Rules. Design-Materials. Armor penetrating capability of this weapon. Serves dual purpose. Also the field for the ARMOR value of Armor. This is also used for the shield base modifier
  • ArmourValue
  • Attribute - This is an index into the attribute.xls. It iis used by rules to determine the required attribute score.
  • AttributeValue
  • StackSize
  • MinItemProps
  • MaxItemProps
  • PropColumn - This column references ItemProperties.xls (the ItemPropDef page). It assigns each item into a category. Tools then uses this to figure out which properties are allowed for each item type.
  • StartingCharges
  • QBBehaviour
  • StorePanel
  • StorePanelSort
  • Type
  • Speed
  • BaseDamageReduction
  • AttackExtra
  • BaseDefenseBonus
  • Type
  • BaseArmorPenetration
  • LightArmor
  • AbilityScoreRequired
  • BasePreReqAbility
  • StaminaUpkeep
  • BaseDamage
  • StrengthModifierMultiplier
  • AbilityScoreRequired2
  • BasePreReqAbility2

_EquipSlots worksheet

This worksheet is not exported directly as a 2DA file.

  • LABEL
  • MASK
  • SET1
  • SET2