Difference between revisions of "Placeables.xls"

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Defines base placeable appearances and properties, used by the placeable editor.
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The '''placeables.xls''' file contains the [[2da]] data that define every placeables' appearance, properties and interactions. These 2da files are used by the Toolset, in the [[Placeable editor]], and by the game engine.
  
The placeable_types worksheet is where most of the details are listed; other worksheets define tables of data for various generic types of placeable. The "Label" column is the name used by the toolset to refer to this placeable's appearance type, individual instances can be named something else in the game itself. The ModelName column associates a physical model with the placeable type and BlendTree associates an animation.
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The workbook contains the following worksheets:
  
== placeable_basetypes worksheet ==
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* [[placeable_basetypes 2da|placeable_basetypes]]
 
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* [[placeable_interactions 2da|placeable_interactions]]
{{2da start|placeable_basetypes}}
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* [[placeable_types 2da|placeable_types]]
{{2da column|Label|string|}}
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* [[StateCnt_* 2da|StateCnt_AOE]]
{{2da end}}
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* [[StateCnt_* 2da|StateCnt_AreaTransition]]
 
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* [[StateCnt_* 2da|StateCnt_BBase]]
== placeable_types worksheet ==
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* [[StateCnt_* 2da|StateCnt_Bodybag]]
 
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* [[StateCnt_* 2da|StateCnt_Bridge]]
{{2da start|placeable_types}}
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* [[StateCnt_* 2da|StateCnt_Cage]]
{{2da column| Label | string| }}
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* [[StateCnt_* 2da|StateCnt_Container]]
{{2da column| StrRef | int|}}
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* [[StateCnt_* 2da|StateCnt_Container_Static]]
{{2da column| ModelName | string| The full model filename (without extension) including and only the highest LOD variation if applicable}}
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* [[StateCnt_* 2da|StateCnt_Door]]
{{2da column| BlendTree| string|}}
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* [[StateCnt_* 2da|StateCnt_Door_Secret]]
{{2da column| DestroyVFX|int|}}
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* [[StateCnt_* 2da|StateCnt_FlipCover]]
{{2da column| CrustVFX|int|}}
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* [[StateCnt_* 2da|StateCnt_Furniture]]
{{2da column| OcclusionFactor|float| Value between 0.0 (no occlusion) and 1.0 (full occlusion)}}
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* [[StateCnt_* 2da|StateCnt_Informational]]
{{2da column| StateController|string| {{undocumented}} <small>(Seems to influence how the placeable is handled, ie difference between opening a Chest and lifting a Lever)</small>}}
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* [[StateCnt_* 2da|StateCnt_NonSelectable_Trap]]
{{2da column| RemoveWhenDead| int| }}
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* [[StateCnt_* 2da|StateCnt_Puzzle]]
{{2da column| BaseType | int | ross: This is to replace the body bags flag, and so that we can determine what a placeable is, a door, a chest, bodybag, etc..  These correspond to values on the placeable_basetypes workbook. yaron: We don't use this value - not in scripting and not in engine - we can get rid of it}}
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* [[StateCnt_* 2da|StateCnt_Selectable_Trap]]
{{2da column| TurnRate| float|}}
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* [[StateCnt_* 2da|StateCnt_Static]]
{{2da column| EnableCollisionEvent|int| When non-zero, this placeable will generate an [[EVENT_TYPE_PLACEABLE_COLLISION]] [[Event (dascript type)|event]].}}
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* [[StateCnt_* 2da|StateCnt_TopBallista]]
{{2da column| GeneratePathInfo|int|}}
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* [[StateCnt_* 2da|StateCnt_Trap_Trigger]]
{{2da column| Height| float| Specify the height of the placeable. If no height is specified the height will be infered from the objects geometry. NOTE: If the object is rotated in space the height value provided here will not change, however if the height is computed it will be the height of the object after it has been rotated.}}
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* [[StateCnt_* 2da|StateCnt_Trigger]]
{{2da column| Health | int | }}
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* [[sound_plc_column_names 2da|sound_plc_column_names]]
{{2da column| PickLockSuccess| string| }}
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{{2da column| PickLockFailure| string| }}
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{{2da column| PpenContainerSound|string|}}
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{{2da column| ClosedToOpened |string| sound on action}}
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{{2da column| OpenedToClosed |string| }}
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{{2da column| Destroyed |string| }}
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{{2da column| Used |string| }}
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{{2da column| Locked |string| }}
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{{2da column| Hit |string| }}
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{{2da column| Unknown |string| Label from "[[Sound_Item_materials.xls]]". NOT USED - info for designers ONLY}}
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{{2da column| Sword |string| }}
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{{2da column| Axe |string| }}
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{{2da column| Blunt |string| }}
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{{2da column| Dagger |string| }}
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{{2da column| Staff |string| }}
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{{2da column| Barehands |string| }}
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{{2da column| Claws |string| }}
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{{2da column| Arrow |string| }}
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{{2da column| Rock |string| }}
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{{2da column| Shield-wood |string| }}
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{{2da column| Shield-steel |string| }}
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{{2da end}}
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== placeable_interactions worksheet ==
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This worksheet determines what interactions the player is able to have with each placeable type.
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{{2da start|placeable_interactions}}
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{{2da column| Label|string|}}
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{{2da column| StrRef|int|}}
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{{2da column| CursorID|string|}}
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{{2da column| DisabledLabel|string|}}
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{{2da column| DisabledStrRef|int|}}
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{{2da column| DisabledCursorId|string|}}
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{{2da end}}
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== StateCnt_* worksheets ==
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There's a large number of state controller worksheets, one for each type of placeable that can be in multiple states (for example a container can be open, closed and unlocked, closed and locked, and destroyed).
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All of the StateCnt worksheets have the following columns in common:
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{{2da start  |StateCnt_<type>}}
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{{2da column | Label    | string | The entries on this page pertain to entries in the [[ANIM_base.xls|AMIN_placeables.xls]] file.}}
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{{2da column | Action0  | int    | Id of an entry in placeable_interactions worksheet representing the primary action}}
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{{2da column | Success0  | int    | Id of an entry in the current '''StateCnt_<type>''' worksheet representing the new state}}
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{{2da column | Success0A | int    | Id of an alternate entry in the current '''StateCnt_<type>''' worksheet representing the new state}}
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{{2da column | Action1  | int    | Id of an entry in '''placeable_interactions''' worksheet representing the secondary action}}
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{{2da column | Success1  | int    | Id of an entry in the current '''StateCnt_<type>''' worksheet representing the new state}}
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{{2da column | Success1A | int    | Id of an alternate entry in the current '''StateCnt_<type>''' worksheet representing the new state}}
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{{2da column | BlockVis  | int    | Set this to non-zero if you want this state to block visibility.}}
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{{2da column | STRREF    | int    | Unknown (0 in all default '''StateCnt_<type>''' worksheets)}}
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{{2da end}}
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There are two '''Success''' columns for each '''Action''' because the new state may depend on the relative position of the Player. For example, doors can open forwards or backwards and a ballista can turn left or right.
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In addition, each state will have its own row and its own column. So for example a container would have both rows and columns for its possible states, like so:
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{| class="wikitable"
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|-
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| || Closed_Unlocked || Closed_Locked || Open || Dead
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|-
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| Closed_Unlocked || 1025 || 1025 || 1027 || 1029
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|-
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| Closed_Locked|| 1025 || 1025 || 1027 || 1029
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|-
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| Open || 1028 || 1028 || 1024 || 1029
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|-
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| Dead || <nowiki>****</nowiki> || <nowiki>****</nowiki> || <nowiki>****</nowiki> || 1026
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|}
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The numbers in the grid correspond to the id of entries in [[ANIM_base.xls|AMIN_placeables.xls]] representing the animation used to change from the old state to the new state. So, for example, a door going from '''Closed_Unlocked''' to '''Open''' would use the '''Door Opening''' animation.
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The following placeable types each have their own worksheet, each with the following state lists:
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{| class="wikitable"
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|-
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| Placeable type || States || Notes
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|-
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| Bridge || Active, Inactive, Destroyed
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|-
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| AreaTransition  || Unlocked, Locked
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|-
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| Furniture  || Idle, Dead
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|-
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| Informational || Active
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|-
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| AOE || Idle, Triggered, Dead
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|-
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| FlipCover || Idle, Cover, Dead || Flip cover has been cut from the game, this is a leftover from when it was implemented
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|-
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| Trap_Trigger || Inactive_Enabled, Inactive_Disabled, Active
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|-
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| NonSelectable_Trap || Idle1, Idle2
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|-
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| Selectable_Trap || Idle, Active, Dead
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|-
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| Puzzle || Active, Dead
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|-
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| Destroy || Active, Dead
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|-
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| Cage || Closed_Unlocked, Closed_Locked, Open, Dead
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|-
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| Bodybag || Unlocked
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|-
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| Container_Static || Unlocked, Locked, Dead
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|-
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| Container || Closed_Unlocked, Closed_Locked, Open, Dead
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|-
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| BBase || Idle, IdleLeft, IdleRight, Dead
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|-
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| Trigger || Active, Inactive, Dead
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|-
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| Door || Closed_Unlocked, Closed_Locked, Open, Dead, Open_1, Dead_2
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|}
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== sound_plc_column_names worksheet ==
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{{2da start|sound_plc_column_names}}
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{{2da column|Label|string|}}
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{{2da end}}
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[[Category:Placeables]]
 
[[Category:XLS files]]
 
[[Category:XLS files]]
[[Category:Placeables]]
 

Latest revision as of 12:34, 20 October 2011

The placeables.xls file contains the 2da data that define every placeables' appearance, properties and interactions. These 2da files are used by the Toolset, in the Placeable editor, and by the game engine.

The workbook contains the following worksheets: