ItemVariations.xls

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Item topics
Integration
Item (*.uti) Properties
(Enable Variation)
↑↓ ItemVariations.XLS ↑↓
(Find Model File)
Model Files in the Filesystem

This 2DA lists variant models for items.

The different worksheet's are associated with the "Base Item Type" when defining an Item. The contents of each enable the particular "Item Variation" of said Item, while they also refer to the Model's filename via 3 strings which are joined with a prefix and suffix to find the actual file. (see: Model File Naming Convention)

Some Item Types are defined with other 2DA's, and are not listed here. This is only for Items that can have variant models.

The different worksheets

  • mace_variation
  • greatsword_Variation
  • gloves_heavy_variation
  • gloves_medium_variation
  • gloves_light_variation
  • gloves_massive_variation
  • boots_massive_variation
  • boots_heavy_variation
  • boots_light_variation
  • boots_medium_variation
  • helmet_mage_variation
  • helmet_massive_variation
  • helmet_heavy_variation
  • helmet_medium_variation
  • helmet_light_variation
  • armor_massive_variation
  • armor_medium_variation
  • armor_light_variation
  • armor_heavy_variation
  • longsword_variation
  • staff_variation
  • wand_variation
  • dagger_variation
  • waraxe_variation
  • battleaxe_variation
  • maul_variation
  • lround_shield_variation
  • sround_shield_variation
  • kite_shield_variation
  • tower_shield_variation
  • crossbow_variation
  • shortbow_variation
  • longbow_variation
  • bolt_variation
  • arrow_variation
  • clothing_variation
  • dog_collar_variation
  • dog_warpaint_variation

Bug when using M2DA

When extending (most certainly) all of these 2DA's via M2DAs, and giving ID Ranges above 255, a bug occurs when trying to use an Item based on a Variation in game. It may also crash the Toolset when equiping that Item to an NPC. See Bug report.

Layout

Each of these worksheets has the same set of columns:

Column Type Description
ID int A number that uniquely identifies the entry (unless creating an M2DA override). ID numbers are listed from smallest to highest within a given file but do not need to be consecutive.
LABEL string Name as displayed in the Toolset
MODELTYPE string First of 3 Strings of assigned Model MMH File. [MainClass]_[MODELTYPE]_[MODELSUBTYPE][MODELVARIATION]_[LOD].MMH
MODELSUBTYPE string Second of 3 Strings of assigned Model MMH File. [MainClass]_[MODELTYPE]_[MODELSUBTYPE][MODELVARIATION]_[LOD].MMH
MODELVARIATION string Third of 3 Strings of assigned Model MMH File. [MainClass]_[MODELTYPE]_[MODELSUBTYPE][MODELVARIATION]_[LOD].MMH
ICONNAME string This is the name for the ingame icon that appears on the quickbar, inventory, et cetera
DEFAULTMATERIAL int Material set by the Toolset for this variation by default. As set in "materialtypes.gda"