Creature

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Revision as of 04:30, 1 August 2009 by Jassper (Talk | contribs) (Variables)

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Autobalance

Autobalance dictates the difficulty of the creature by scaling the creature's abilities to the Adventure Level that is required for the creature. The designer chooses a category and the game engine will then balance the creature appropriately. A 10th-level gimp will be more powerful than a 1st-level gimp but will still be relatively interesting for a 10th-level adventurer to fight (whereas fighting the 1st level creature with a 10th-level character would be boring).

Note: If you choose Do_Not_Autobalance, the creature will come into the world exactly as implemented in the creature editor (i.e., without spells and such because the package system does nothing for them, see below).

Packages

Package dictates the creature's theme and affects the creature's difficulty by customizing its repertoire of capabilities.

The packages are used to dictate what kind of spell/talent lists you want your creatures to have. You do not explicitly give spells or talents to creatures; the system decide which ones are appropriate for it to have based on difficulty settings (Difficulty) and the Package. While Packages are not intended to influence the difficulty of a creature (that is what Autobalance, above, is responsible for) different spell lists will be more or less powerful depending on the situation. A healing package, while useful in a group, would make for a weaker one-on-one opponent than a bloodmage package. Generally you choose the Package to fit the theme of the creature.

If you do not select a package type, you can set abilities explicitly by using the "Skills", "Spells" and "Talents" fields. These fields are only available when a package has not been set.

Appearance

To add new appearance types to the game you'll need to edit some 2DAs generated from the APR_base.xls file.

See also: Morphs

Inventory

Each item can have the following properties set:

  • Slot - Sets whether the creature has equipped the item. "Not equipped" leaves the item in the general inventory, "Main" puts the item into the creature's main hand, and "off-hand" puts the item into the creature's off hand.
  • Set - Items that are part of a set are meant to be given as a group. !!This is handled in the giving/taking script?!!
  • StackSize - how many copies of this item are present in a stack
  • Droppable - a checkbox that indicates whether the item is dropped when the creature is killed
  • Stealable - a checkbox that indicates whether the item can be stolen from the creature

For automatically-generated treasure, see the treasure system.

Perception

Values are:

  • PerceptRngLng
  • PerceptRngMed
  • PerceptRngShrt
  • PerceptRngMonster
  • PerceptRngPlayer
  • PerceptRngCrowd
  • PerceptRngLargeCreature
  • PerceptRngDefault

"Plot" markers

Icons can be shown floating over the heads of certain creatures to draw the player's attention to them and indicate that they've got some sort of plot importance. To toggle the "plot" icon, use the script function

WR_TogglePlotIcon(object oCreature, int nActive);

in the "wrappers_h" include file.

Variables

AI_BALLISTA_SHOOTER_STATUS int When set to AI_BALLISTA_SHOOTER_STATUS_AVAILABLE, will try to move to nearby available ballistae and fire them. Set to AI_BALLISTA_SHOOTER_STATUS_INACTIVE to disable. This variable is modified by the ai_ballista_h script to keep track of ballista-related activities while active.
AI_CUSTOM_AI_ACTIVE int Set via the CAI_SetCustomAI function (include cai_h in your script for custom AI support.)
AI_CUSTOM_AI_VAR_FLOAT float A float value that can be used by custom AI scripts for any purpose.
AI_CUSTOM_AI_VAR_INT int An int value that can be used by custom AI scripts for any purpose.
AI_CUSTOM_AI_VAR_STRING string A string value that can be used by custom AI scripts for any purpose
AI_DISABLE_PATH_BLOCKED_ACTION int
AI_FLAG_PREFERS_RANGED int
AI_FLAG_STATIONARY int
AI_HELP_TEAM_STATUS int
AI_LAST_TACTIC int
AI_LIGHT_ACTIVE int
AI_MOVE_TIMER int
AI_TARGET_OVERRIDE_DUR_COUNT int
AI_THREAT_HATED_CLASS int Used by target selection AI (ai_threat_h) to weight target selection in favor of a particular class
AI_THREAT_HATED_GENDER int Used by target selection AI (ai_threat_h) to weight target selection in favor of a particular gender
AI_THREAT_HATED_RACE int Used by target selection AI (ai_threat_h) to weight target selection in favor of a particular race
AI_THREAT_SWITCH_TIMER int
AI_THREAT_SWITCH_TIMER_MIN int
AI_WAIT_TIMER int
AMBIENT_* see Ambient behaviour
BASE_GROUP int
COMBAT_LAST_WEAPON int
CREATURE_COUNTER_1 to 3 int
CREATURE_DO_ONCE_A and B int
CREATURE_LYRIUM_USE int
CREATURE_REWARD_FLAGS int
CREATURE_RULES_FLAG0 int
CREATURE_SPAWNED int
CREATURE_SPAWN_COND int
CREATURE_SPAWN_DEAD int When set to 1 the creature is spawned in a dead state. If it's set to 2, the creature is spawned feigning death, but can get up and fight the character with the help of UT_CombatStart() or UT_TeamGoesHostile() (set such creatures to be part of a non-hostile group, otherwise the feigning won't be very effective and the player can walk over and kill them while they lie there snarling ineffectually)
CREATURE_SPAWN_HEALTH_MOD float What proportion of the creature's health it starts out with (0 to 1)
DEBUG_TRACKING_POS float
DEBUG_TRACKING_POS_Y float
FLAG_STOLEN_FROM int see Treasure system
FOLLOWER_SCALED int
GO_HOSTILE_ON_PERCEIVE_PC int
IS_SUMMONED_CREATURE int
PHYSICS_DISABLED int
RUBBER_HOME_ENABLED int When true, the "rubberband home" system will cause the creature to return to its home location in various circumstances.
RUBBER_HOME_LOCATION_X, Y and Z float Defaults to the location that the creature is initially placed on the level. The home location is updated after any QuickMove or LocalJump command.
SHOUTS_ACTIVE int
SHOUTS_DELAY float
SHOUTS_DIALOG_OVERRIDE resource
SOUND_SET_FLAGS_0 to 2 int
SPAWN_HOSTILE_LYING_ON_GROUND int
STAT_CRIT int
STAT_DMG int
STAT_HIT int
STAT_MISS int
SURR_DIALOG_OVERRIDE resource
SURR_INIT_CONVERSATION int If this is true, creature will initiate conversation with the player upon surrendering. Automatically set to false after the conversation initiates.
SURR_PLOT_FLAG int Flag within SURR_PLOT_NAME that is set to true when the creature surrenders.
SURR_PLOT_NAME string Plot whose flag defined in SURR_PLOT_FLAG. If blank, no flag will be set.
SURR_SURRENDER_ENABLED int Allows the creature to surrender instead of fighting to the death. 0 disables surrendering, 1 enables surrendering. This variable will be set to 2 while the creature is actually in the act of surrendering.
TS_OVERRIDE_* see Treasure system
TS_TREASURE_GENERATED int

Properties

General
Character One or more creatures can be mapped to a single character resource. This resource determines which FaceFX appearance is used when editing the creature's facial performance.
Class
Comments General information about this creature.
Conversation the default conversation resource for this creature.
Copper The amount of money the creature is carrying. The game will display money as "gold", "silver" and "copper" values based on the value entered here.
Description Description of the creature as seen in the game
DescriptionRequiresReTranslation A flag used during game development for keeping track of localization work
Gender can be male, female, or neutral
Group The creature's group as specified in groups.2da. Each group can be either hostile or non-hostile towards each other. See creature groups for more detail.
Interactive if set to true, the creature can be clicked on. If set to false, the creature can not be clicked on.
Inventory Determines what the creature is carrying. Items are taken from the item palette. See the Inventory section for more detail.
Name Name of the creature as seen in the game
NameRequiresReTranslation A flag used during game development for keeping track of localization work
PerceptionRange determines how far the creature can detect things in the world around it.
Plot Giver Puts a glowing exclaimation mark over the creature's head to attract the player's attention.
Race Certain races have bonuses to various attributes, restrictions on classes, and so forth, as defined in various 2das. race/race.2da contains a list of available races.
Resource Name A unique string identifier the toolset and the game both use to refer to this resource.
Tag A non-unique string identifier used mostly by scripts and other resources to refer to this resource.
Team A numeric tag. All creatures with the same team number belong to the same team, which is often used in scripting plot-related events.
Variable 2da Allows selection of a variable table. Only the values in the table can be set and retrieved by scripting.
Variables Displays the table selected in the variable 2da field. Allows initial values to be defined.
Abilities
Skills Selecting this property opens a skill selection list where you can add any number of pre-defined skill levels to the creature.
Spells Similar to the Skills property, but for spells.
Talents Similar to the Skills and Spells properties, but for talents.
AI
Script The script that controls this creature's behavior. Defaults to creature_core.
Appearance
Appearance Base appearance type for the creature. Can be a full body, or a base body in which other parts can be added (hair, head, and eyes)
Art Fidelity This field is primarily used by art leads to determine which characters need additional work.
Beard
Body Tint
Body Tint Mask
Eye Color
Eyes Available for some appearance types, allows selecting different eye models
Hair Available for some appearance types, allows selecting different eye models
Hair Color
Head Available for some appearance tupes, allows selecting different head models
Head Morph Specifies the head morph to use for this creature. See morph.
Head Tint
Head Tint Mask
Skin Color
Package/Scaling
General Package Type
Max Level The maximum level of the creature in the selected Class.
Min Level The minimum level opf the creature in the selected Class.
Package Used for AI and the scaling system. A package will also pick the default stat values for a creature (attributes and resistances)
Package AI The name of the selected AI Package 2DA that contains the tactics table.
Rank A general difficulty level used by the autoscaling system
Treasure Category Determines what kinds of treasure is generated by the treasure generation system when the creature is killed.
Special
Creature type Combatant/Non-Combatant
Immortal if true, the creature can not get below 1hp and die.
No Permanent Death e.g., party members ('dead' party members get up again after combat unless the whole party is wiped out).
Plot If true, the creature cannot be damaged or affected by any hostile effect.