Item

From Dragon Age Toolset Wiki
Revision as of 00:18, 24 January 2010 by Eshme (Talk | contribs) (Properties)

Jump to: navigation, search

An item is a game object that can be picked up or equipped by a creature. As the player gains levels he or she will encounter progressively more powerful items. Through the use of material types (unique models and/or color variation) we will scale our items so that we have a greater range of item diversity than in our previous games.

Items are grouped into types called "Base Item Types". The item's base type determines how it can be used and what its basic properties are.

Weapon and armour items get their basic ratings from their base item type. This is further modified by the material type of the item (i.e., high steel sword vs. low steel sword) and other item properties on them.

Unlike in Neverwinter Nights, items can't be placed on the floor. They can only be stored in an inventory of some kind.

Properties

General
Activated Ability Action happening on a specific event related to the item (hit with weapon, being hit on armor, etc.)
Base Item Type The inventory type of the item. Also gives the base appearance type for the item. As defined in BITM base.xls
Comments General information about the item
Crafting Recipe Type The type of recipe this is. As defined in recipes 2DA.
Description Description (as seen in game?)
DescriptionRequiresReTranslation [Undocumented]
Heraldry Allows Heraldry when defined in BITM base.xls (Shields can). Variations defined in heraldry 2DA.
Icon Icon for display in game. Only names beginning with ico_ to be used
Inventory Subgroup [Undocumented]
Item Variation An appearance variation based on the base item type. As defined in the appropriate Variations 2DA. See ItemVariations.xls
MaterialProgression [Undocumented]
MaterialType Material Variation, and can give the Item additional properties. As defined in materialtypes 2DA
Name Name of the Item. (as it appears in Game?)
NameRequiresReTranslation [Undocumented]
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.
Tint Override [Undocumented]
Attributes
Body Tint Affects the appearance of item wearer. Typically used to customize the Dog's warpaint.
Body Tint Mask Affects the appearance of item wearer. Typically used to customize the Dog's warpaint.
Cost Base money value of the item. In Coppers.
Damaged [Undocumented]
Item Properties Allows selecting one or more item properties for the item. Item Properties are any special power, effects, or stat variations beyond the basic item attributes. Properties also includes restrictions by class, race, etc. See Item properties for more information.
OnHit Effect [Undocumented]
OnHit Power [Undocumented]
Plot Item A plot item can not be destroyed or removed from inventory by the player once the player has acquired it. Plot items can only be removed via scripts written by the designer.
Script Event script assigned to the resource
Unique [Undocumented]
Variable 2da 2da file containing a variable table. Only the values in the table can be set and retrieved by scripting.
Variables Opens the variable table for editing, allows the initial values of the variables to be defined.
Model Appearance (R/O)
Model Appearance Shows the Model how it appears on a specific wearer, ie Human. Helps distinguish Models worn by multiple races?
Model Gender Same as above ,but switches Gender. (Only for display?)


Appearance

An item's appearance will be determined by their base type and an appearance field. Most Items are in some way visible in Game. "Base Item Type" is merely a category of Models with the default displaying first. Whereas "Item Variation" determines the Model file itself, while also paying attention to the Gender and Race of the wearer.

Visual effect item properties can be applied later to further modify the appearance of the item (flame effects, etc…)

Item Scripts

Items can have AI scripts associated with them like any other game object (the script is attached to the item). They will receive and process events in much the same way (acquire, lose, equip, unequip, etc…)

Item Scaling

The item system needs to be very robust, allowing for a wide diversity of item types, item appearances within a type, and rules scaling. Material types are the primary mechanism for item scaling... i.e., we won't randomize the type of item in many cases (flaming sword) but we will randomize its material type (low steel flaming sword vs. high steel flaming sword)

Activated Items

Each item can have a single default action. This is entered by picking an ability of type "Item Ability" from the abilities table which defines its icon, script, description and targetting behaviour. Items that can be used go into a special equip slot. All other item types (weapons, armor, et cetera) cannot have a custom item use. The number of uses for this ability will be decided by the script which will destroy the item when appropriate.

  • there are no uses per day type items. All items only have "number of uses".

Tools

Items are created in the Designer Toolset using the Object Inspector Editor. Once created, item can be given as inventory to creatures and placeables. Once placed, both the creature/placeable and the item must be exported in order to be viewed in the game. Exporting happens automatically or can be done manually by the designer during testing.


Inventory slots

Slot Item type Visible on avatar?
Right Hand Weapons Yes
Left Hand Weapons, Shields Yes
Head Helmet Yes
Chest Armor, Clothing Yes
Waist Belt, Girdle No
Quick Items Useable Items No
Right Fingers Ring No
Left Fingers Ring No
Feet Boots Yes
Neck Amulets No
Hands Gloves Yes
Inventory - Normal Backpack Items No
Inventory - Plot Plot Items No

Item Abilities

Item Abilities are activated abilities on items (for example, a potion with the activated ability Healing is a Potion of Healing). An item can only have one item ability. This item ability is assigned in the toolset. They are not item properties.

Detailed Description

Item abilities cannot be placed on equippable items.

Item abilities are activated by right-clicking or double-clicking the item or from using the item from the quickbar

Variables

Variable name Type Default Description
APP_ITEM_MOTIVATION int 0
ITEM_CODEX_FLAG int -1
ITEM_COUNTER_1 to 2 int 0
ITEM_CRUST int 0
ITEM_DO_ONCE_A and B int 0
ITEM_SEND_ACQUIRED_EVENT int 0 When true, EVENT_TYPE_CAMPAIGN_ITEM_ACQUIRED is sent to the module's event script when the item is aquired.
ITEM_SET int -1 Certain items will give a bonus when equipped with other members of the same set (as identified by this integer).
ITEM_SPECIALIZATION_FLAG int 0 For items that unlock a class specialisation this must match an ID from Achievements.xls, ITEM_SEND_ACQUIRED_EVENT must also be set.
ITEM_SEND_LOST_EVENT int 0
PROJECTILE_OVERRIDE int 0 Used to change the default projectile for Mage Staves, values must match an ID from PRJ_base.xls (typically 125-129).
ITEM_RUNE_ENABLED int 0 When true, items may have a number of rune slots, dependant on the relevant RuneCount values in BITM_base.xls and Materialtypes.xls