Difference between revisions of "PRCSCR.xls"

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Whenever a player enters an area in an area list in this M2DA the associated script will be run. A modder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add or remove placeables and creatures and perform whatever other modifications to the area that a script is capable of doing.
 
Whenever a player enters an area in an area list in this M2DA the associated script will be run. A modder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add or remove placeables and creatures and perform whatever other modifications to the area that a script is capable of doing.
  
Note that the script will be run every time the player enters the area, so you'll want to have an associated plot flag to ensure that the changes are only made once.  
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The Worksheets/M2DA's name should always start with "PRCSCR_". Whatever suffix you enter is your choice ,as the game will still find the file.  
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:''See also: [[PRCSCR]]''
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== Properties ==
  
 
{{2da start|PRCSCR_}}
 
{{2da start|PRCSCR_}}
{{2da column|AreaListName|string|a string that identifies a specific area list, or the special keyword "any".}}
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{{2da column|AreaListName|string|a string that identifies a specific 'AreaList' property of any Area, or the special keyword "any".}}
 
{{2da column|Script|string|the name of a script file to run}}
 
{{2da column|Script|string|the name of a script file to run}}
 
{{2da end}}
 
{{2da end}}
  
[[Category:2DAs]]
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Using "any" in the AreaListName column will trigger the specified script when entering or loading any area.
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'''Note''': Make sure that the ID ranges you choose don't conflict with ones already in use. "[[2DA ranges in use]]"
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<!-- Adding an example, in regard to how important this file is -->
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<!-- Not sure if it makes sense if only this page gets one, but its something... -->
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== Example ==
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{| class="wikitable" width=700px
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|+ '''Example Excel Worksheet "PRCSCR_mygnomemod"'''
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! ID !! AreaListName !! Script
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|-
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! ''int'' !! ''string'' !! ''string''
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|-
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| 1200300 || cam100ar_camp_plains || mygnome_script
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|}
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'''Notes:'''
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#The worksheets name must have a unique suffix, to stand out from other Mods. This can be any you like.
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#Use any unique ID, by taking into account that Bioware reserves 0-1million.
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#"cam100ar_camp_plains" is the normal Camp Area, this is where the Script will be run.
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#"mygnome_script" is the Script to run, without "nss" file extenstion.
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[[Category:XLS files]]
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{{Languages}}

Latest revision as of 18:24, 3 August 2011

Whenever a player enters an area in an area list in this M2DA the associated script will be run. A modder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add or remove placeables and creatures and perform whatever other modifications to the area that a script is capable of doing.

The Worksheets/M2DA's name should always start with "PRCSCR_". Whatever suffix you enter is your choice ,as the game will still find the file.

See also: PRCSCR

Properties

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.
AreaListName string a string that identifies a specific 'AreaList' property of any Area, or the special keyword "any".
Script string the name of a script file to run

Using "any" in the AreaListName column will trigger the specified script when entering or loading any area.

Note: Make sure that the ID ranges you choose don't conflict with ones already in use. "2DA ranges in use"


Example

Example Excel Worksheet "PRCSCR_mygnomemod"
ID AreaListName Script
int string string
1200300 cam100ar_camp_plains mygnome_script

Notes:

  1. The worksheets name must have a unique suffix, to stand out from other Mods. This can be any you like.
  2. Use any unique ID, by taking into account that Bioware reserves 0-1million.
  3. "cam100ar_camp_plains" is the normal Camp Area, this is where the Script will be run.
  4. "mygnome_script" is the Script to run, without "nss" file extenstion.


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