Creature Properties

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Revision as of 18:40, 27 October 2009 by BryanDerksen (Talk | contribs) (Property Definitions: link properties.xls, there's some raw documentation of the 2DAs over there.)

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Overview

The creature property system is the heart of the rules engine and defines all the numerical values that make up a character in Dragon Age.

Detailed Description

Property Definitions

The two dimensional data array defined in Properties.xls defines numerical values that exist on every creature in the game. All properties are float32 and all rules logic of the game is based on with floating point math.

This dynamic data driven approach to rules relevant stats is new to Dragon Age: Origins and makes the engine extremely flexible for Designers. It enables the game to have a rules logic that is almost completely softcoded in script and data.

The following is an excerpt from the 2da that lists all rows present in the initial ship version of Dragon Age: Origins but only shows the most important columns. Note that DLC or expansion content may be overriding individual lines in the 2da.

ID Stat Type Min Max Comment
int string string float float comment
0 INVALID INVALID 0 0
1 Strength ATTRIBUTE 0 1000 STR
2 Dexterity ATTRIBUTE 0 1000 DEX
3 Willpower ATTRIBUTE 0 1000 WIL
4 Magic ATTRIBUTE 0 1000 MAG
5 Cunning ATTRIBUTE 0 1000 CUN
6 Constitution ATTRIBUTE 0 1000 CON
7 Health DEPLETABLE 1 9999 Hit Points
8 Mana_Stamina DEPLETABLE 0 9999 Mana or Stamina, based on class
9 Attack ATTRIBUTE 0 1000 Attack Power
10 Defense ATTRIBUTE 0 1000 Defense
11 Armor ATTRIBUTE 0 1000 Armor Mitigation Potential
12 DamageScale ATTRIBUTE 1 10 Based Damage Scaling (for difficulty settings and ranks)
13 SpellPower ATTRIBUTE 0 1000 Spellpower (Max(MAG-10,0)+Effects)
14 Regeneration_Health ATTRIBUTE 0 50 Health Regeneration Rate (Explore Mode) per tick.
15 Level SIMPLE 0 99 Current Character Level.
16 Displacement ATTRIBUTE 0 100 Chance to outright evade any physical attach attempt (aka Dodge)
17 Inventory_Size SIMPLE 0 1000 Inventory Slot size (on party)
18 AI_BEHAVIOR SIMPLE 0 1000 Selected AI Behavior
19 Experience SIMPLE 0 186001 Experience Points
20 Flanking_Angle ATTRIBUTE 0 180 The angle at which this creature is able to flank an enemy (default is 90)
21 Melee_Crit_Modifier ATTRIBUTE -100 200 The +melee crit modifier
22 Missile_Shield ATTRIBUTE 0 100 Chance to avoid missiles (shields and some spells increase this)
23 Ranged_Crit_Modifier ATTRIBUTE -100 200 The +ranged crit modifier
24 Ranged_Aim_Speed ATTRIBUTE -3 6 The character's speed bonus or penality when aiming with ranged weapons
25 BaseAttackRating SIMPLE 0 1000 The creature's cached base attack rating
26 BaseDefenseRating SIMPLE 0 1000 The creature's cached base defense rating
27 CurrentClass SIMPLE 0 31 The creature class (index into cla_base.xls)
28 Regeneration_Health_Combat ATTRIBUTE 0 20 The creature's health regeneration rate (per tick) in combat.
29 Regeneration_Stamina ATTRIBUTE -20 50 The creature's stamina regeneration rate (per tick) in explore mode.
30 Regeneration_Stamina_Combat ATTRIBUTE -20 20 The creature's stamina regeneration rate (per tick) in combat mode.
31 AttackSpeedModifier ATTRIBUTE 0 1.5 The creature's universal melee attack speed modifiers (used by haste, momentum, etc.)
32 Resistance_Mind ATTRIBUTE -100 100 Mental Resistance.
33 Resistance_Physical ATTRIBUTE -100 100 Physical Resistance.
34 Attribute_points SIMPLE 0 100 Holds any unspent attribute points the creature has. If this is != 0, the UI shows the levelup button.
35 Skill_points SIMPLE 0 100 Holds any unspent skill points the creature has. If this is != 0, the UI shows the levelup button.
36 talent_spell_points SIMPLE 0 100 Holds any unspent talent points the creature has. If this is != 0, the UI shows the levelup button.
37 Background SIMPLE 0 10 The character's origin (index into backgrounds.xls).
38 specialization_points SIMPLE 0 2 Holds any unspent specialization points the creature has.
39 DamageBonus ATTRIBUTE -100 100 Universal physical attack damage bonus on the creature.
40 Threat_Decrease_Rate SIMPLE -1000 1000 The rate at which the creature's threat rating decays.
41 Fatique ATTRIBUTE -25 250 The creature's current Fatigue (% increase of ability cost).
42 Damage_Resistance_Fire ATTRIBUTE -100 75 The creature's damage resistance to fire. All fire damage is reduce by %.
43 Damage_Resistance_Cold ATTRIBUTE -100 75 The creature's damage resistance to cold. All cold damage is reduce by %.
44 Damage_Resistance_Electricity ATTRIBUTE -100 75 The creature's damage resistance to lightning. All lightning damage is reduce by %.
45 Damage_Resistance_Nature ATTRIBUTE -100 75 The creature's damage resistance to nature. All nature damage is reduce by %.
46 Damage_Resistance_Spirit ATTRIBUTE -100 75 The creature's damage resistance to spirit. All spirit damage is reduce by %.
47 Damage_Shield_points ATTRIBUTE 0 9999 Magical, damage mitigating shield (all damage types) on the creature. Creature immune to damage until the shield is depleted.
48 Damage_Shield_strength ATTRIBUTE 0 100 The maximum amount of damage the creature's magical shields can absorb (not used yet.)
49 Damage_OffHand ATTRIBUTE 0 9999 Display only cache of creature's weapon damage potential. This value is only used to marshal data into the UI, it does not have any rules implications.
50 Damage_MainHand ATTRIBUTE 0 9999 Display only cache of creature's weapon damage potential. This value is only used to marshal data into the UI, it does not have any rules implications.
51 Healing_Effect_Factor ATTRIBUTE 100 200 Percentage modifier of how effective healing is on the creature. Blood magic does NOT use this field, it is coded in effect_heal_h instead.
52 Spell_resistance ATTRIBUTE 0 100 Creature 'hostile magic resistance'. % Chance to avoid any hostile magic.
53 AP_BONUS ATTRIBUTE -100 100 Armor Penetration bonuses are stored her.
54 CriticalRange ATTRIBUTE 0 200 The 'range' which critical hits use. 150 would mean up to 150% of normal damage.
55 Fire_Damage_Bonus ATTRIBUTE 0 30 Percentage bonus to all fire damage dealt by the user (spells, staves, etc.)
56 Spirit_Damage_Bonus ATTRIBUTE 0 30 Percentage bonus to all spirit damage dealt by the user (spells, staves, etc.)
57 Cold_Damage_Bonus ATTRIBUTE 0 30 Percentage bonus to all cold damage dealt by the user (spells, staves, etc.)
58 Nature_Damage_Bonus ATTRIBUTE 0 30 Percentage bonus to all nature damage dealt by the user (spells, staves, etc.)
59 Electricity_Damage_Bonus ATTRIBUTE 0 30 Percentage bonus to all lightning damage dealt by the user (spells, staves, etc.)


Words of Caution

Properties.xls is the most integral and powerful 2da in the game. Any changes to it have profound implications on the game and the chance of breaking existing savegames and introducing unwanted behavior.

Removing Rows It is referenced from many other rules and UI related 2das and removing existing data can have severe consequences, including the invalidation of existing characters. You can NEVER remove rows from this 2da!

Changing Rows Changing rows is not as dangerous as removing them, but still can have severe implications. The m2da system should be utilized to modify individual rows instead of overwriting the entire 2da. Especially the Min, Max and EngineLink columns hold a lot of rules relevant data that might not be obvious on the first glance (e.g. the Max value on 'Experience' defines the maximum XP the game will allow on a character. Any attempt to award more XP from script will silently fail.)

Adding rows: Every row added to this file will reserve several Float32 data fields on every combat capable creature in the game. While a few floats might not sound like a lot, the impact on runtime area memory, savegame size and associated load times can not be overstated. While these issues are more pressing for the console versions of the game, they still do affect the PC version and I strongly advise not to add to this file unless absolutely necessary.