Properties.xls

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Depletable properties will be updated by their "combat" every 2 seconds and their "non-combat" values every 5 seconds.

EngineLink:

  • 00 - DerivedDefault : No modification of stats
  return 0; // Nothing
  • 01 - DerivedAttack: Each point of STR and DEX above 10 adds + 0.5 attack
 return (FLOAT32) ( max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_STRENGTH) -10.0f)/2.0f   , 0.0) +
                       max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY) -10.0f)/2.0f   , 0.0));
  • 02 - DerivedDefense: Each point of DEX above 10 adds +1.0 defense
  return (FLOAT32) max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY) -10)   , 0.0) ;
  • 03 - DerivedArmor: No special interaction
  return 0; // Nothing
  • 04 - DerivedAP: Each point of CUN above 10 adds +(1/7) points of AP
    return (FLOAT32) max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CUNNING)-10),0.0)/7;
  • 05 - DerivedSpellPower: Each point of MAG above 10 adds +1.0 Spellpower
   return (FLOAT32) max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_MAGIC) -10)   , 0.0);
  • 06 - DerivedHealth: Each point of CON above 10 adds 5 points of health.
    return (FLOAT32) max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CONSTITUTION) -10)   , 0.0)*5;
  • 07 - DerivedManaStamina: Each point of WIL above 10 adds 5 points of Mana/Stamina
    return (FLOAT32) 	max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_WILLPOWER) -10)   , 0.0)*5;
  • 08 - DerivedResistanceMental: Each mental attribute point above 10 adds 0.5 Mental Resistance.
return (FLOAT32)  ( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_MAGIC)          -10) +
                       (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_WILLPOWER)       -10) + 
                       (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_INTELLIGENCE))    -10)  / 2.0f;
  • 09 - DerivedResistancePhysical: Each physical attribute above 10 adds 0.5 Physical Resistance.
    return (FLOAT32)  ( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_STRENGTH)       -10) +
                       (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CONSTITUTION)    -10) + 
                       (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY)       -10)) / 2.0f;


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.
Stat string Human Readable statname. Spaces are not allowed in these strings
Type string SIMPLE, ATTRIBUTE, DEPLETABLE
Min float Minimum value possible
Max float Maximum value possible
UIMapping int
  • 1: Base resistances
  • 2: Deprecated
  • 3: Elemental (%) resistances
NameStrId int
NameLowerStrId int
DescStrId int
Desc2StrId int Necessary for rows 4 - 9 ONLY. When hovering over the numerical values of the attributes in the character sheet, there should be detailed and technical text written that explains the effects of these stats. Need writing for: Strength, Dexterity, Willpower, Magic, Cunning, Constitution
NonCombatEffect int
CombatEffect int
EngineLink int See above
ToolsetName string
bShowInToolset int
Constant comment
bShowInPartyPicker int
Precision int Number of digits to display after the decimal place.
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.
Stat string Human Readable statname. Spaces are not allowed in these strings
Type string SIMPLE, ATTRIBUTE, DEPLETABLE
Min float Minimum value possible
Max float Maximum value possible
UIMapping int
NameStrId int
DescStrId int
NonCombatEffect int
CombatEffect int
EngineLink int See above
ToolsetName string
bShowInToolset int
Constant comment
bShowInPartyPicker int
SortOrder int Sorts ascending, negative values allowed
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.
Stat string Human Readable statname
Type string SIMPLE, ATTRIBUTE, DEPLETABLE
Min float Minimum value possible
Max float Maximum value possible
UIMapping int
NameStrId int
DescStrId int
NonCombatEffect int
CombatEffect int
EngineLink int See above
ToolsetName string
bShowInToolset int
Constant comment
bShowInPartyPicker int
SortOrder int Sorts ascending, negative values allowed