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  • An item is a game object that can be picked up or equipped by a creature. Armor, as ...ette]], under the Item Category. They are as such files describing what an Item is and what it looks like, but they do not tell who or where it is in the g
    13 KB (1,980 words) - 07:33, 3 November 2013
  • == Item Creation == Item creation (crafting) seems fairly straightforward: the Player collects "junk
    14 KB (1,910 words) - 21:57, 15 November 2009
  • ...imilar to an effect. These modifiers affect either the item itself or the item's wielder. Item properties (i.e., fire damage) are assignable in the toolset and via script
    5 KB (750 words) - 23:09, 8 February 2010
  • ...e editing creature and merchant inventories is cached. If you create a new item you'll need to refresh the toolset to see them in these lists (the "refresh ...ord". This is just the internal name used by the game to keep track of the item, not the name the player will see, so you can pick whatever naming scheme m
    5 KB (830 words) - 17:18, 1 February 2022
  • Defines base items, such as "Weapon - Longsword", used in the item editor. {{2da column| EquippableSlots | int | A bitfield indicating which slots the item can be equipped into. See the _EquipSlots worksheet for an explanation of t
    8 KB (1,198 words) - 22:22, 17 July 2022
  • ==Anatomy of an Item== ...o etc). It has information in it like bone order for whatever skeleton the item uses.
    19 KB (3,360 words) - 21:34, 7 September 2023
  • ...]] and staffs use [[ITEM_TYPE_WEAPON_MAGIC]]. (I think this determines the base hit model; ranged weapon types can miss but can also crit, while magic weap ...crossbows use the bolt ammo type, and staffs use the staff projectile ammo type.
    6 KB (1,013 words) - 23:06, 9 April 2010
  • ...s is appropriate, but in those situations it is preferable to create a new item variation and associated machinery to '''add''' the texture rather than ove ...oremost, you are looking for DDS Files. How DDS Files are referenced by an Item you see in Game is a long list of database references.
    8 KB (1,390 words) - 11:33, 18 October 2023
  • ...r use in-game. (Theoretically the concept could be used to make a new item type in general, but it seems unlikely to me that you'll need it much more than In this example, I will be demonstrating how to create a spear-type weapon. (Models are not included; this is just to teach you how to do it wi
    8 KB (1,379 words) - 14:06, 23 February 2012
  • For this tutorial we will be creating a bonfire type of effect and to stay with Dragon Age [[Naming conventions]], we will use a ...ame:''' Change the name of the emitter to “Base” this will be the main base of the fire. Naming the emitter will help sort them out when building an ef
    29 KB (5,337 words) - 03:21, 22 May 2012
  • ...torial describes how to create a custom [[Item]] by recoloring an existing item. It is assumed that the reader is familiar with the Toolset. These instruct Open the item you want to recolor. For the purposes of this tutorial, we're going to go f
    5 KB (880 words) - 13:43, 23 February 2012
  • '''Name (имя): ''' Измените имя эмиттера на «Base», он будет главной основой огня. Присвоен '''Flipbook Type:''' Select “ContactSheet”.
    33 KB (4,559 words) - 20:18, 9 March 2011
  • ...f the different variations that have been defined for that particular item type by the appropriate GDA. ...odels may be custom made, or, as in this example, simply renamed copies of base game models. In either case, it is important to follow the appropriate [[Na
    10 KB (1,762 words) - 12:33, 3 August 2016
  • If you do not select a package type, you can set abilities explicitly by using the "Skills", "Spells" and "Tale Each item in a creature's [[inventory]] can have the following properties set:
    14 KB (2,190 words) - 15:10, 4 July 2010
  • [[File:Merchant inventory item palette.png|thumb|Merchant inventory in "item palette" selection mode, the default]] ...d through several different folders of your palette or mixed in with other item types in the same folder, but you want to pick from all available armor ite
    7 KB (1,093 words) - 23:17, 10 August 2011
  • | align="center" width="300pt" style="background-color:#E0E0E0" |'''[[Item|Item (*.uti) Properties]]''' This [[2DA]] lists variant [[Model|models]] for [[Item|items]].
    3 KB (484 words) - 21:56, 2 March 2010
  • * Base Mesh Resolution - I believe this measures the base of the mesh triangle. In meters. * Base Mesh Resolution - Size of the triangle in meters. Resolution * Cells Per C
    17 KB (2,889 words) - 23:59, 20 December 2010
  • ...partypicker, otherwise our NPC's won't show up. There is a way around this(item 4 below). Everything on this wiki is currently written in such a way that only item 2, requires further modifications to make the scripts disjoint, so we can a
    83 KB (11,764 words) - 17:21, 1 February 2022
  • ...l, but its results are not always pleasing to everyone. One example in the base game that a number of people dislike is the number of armour and weapon mat ...lset (View> Refresh) or open and close it. Then create a new morph file or item. It should show up. It will probably need a lot of tweaking to make it look
    14 KB (2,520 words) - 12:17, 20 April 2022
  • ...ter" style="border-right:3px solid black; background-color:#FFFFE0" |[[2DA base.xls|(M)2DA_base.XLS worksheet ref]] ...r-right:3px solid black; background-color:#FFFFE0" |[[Item|Item: Base Item Type]]
    8 KB (1,140 words) - 13:30, 23 February 2012
  • ...ains two worksheets that define the base and derived materials used with [[item]]s. The materialrules worksheet defines the base materials.
    3 KB (492 words) - 18:38, 28 January 2010
  • When a gift item (Base Item Type set to gift) is given to a companion, the event EVENT_TYPE_MODULE_HANDLE_G As it turns out, ANY item set to gift item, will lead to this script firing and changing the companion's approval. Th
    28 KB (3,821 words) - 01:50, 18 July 2011
  • {{inspector row|Target Type| Whether this is a free or target camera. A target camera always points to A camera target object is generated whenever you set a camera's Target Type property to "targeted". Each target belongs to a particular targeted camera
    11 KB (1,676 words) - 18:08, 27 January 2010
  • ...aying "an integer row ID" instead of "a row ID"... it tells you the column type at least, even though you could see it in 2DA examples anyway. ...be programmed to only reference that 2DA. If you put this 2DA in the M2da base, nothing will change. Therefore ,and if my english wasnt good enough, someo
    16 KB (2,849 words) - 01:27, 5 February 2010
  • ..., [Exported]) values ('Base Item Type Names', 'Strings associated with the base items.', NULL, 0) ...gType ([Name], [Description], [IncludeFile], [Exported]) values ('Exported Item Text', 'Strings managed by the designer toolset.', NULL, 1)
    25 KB (2,619 words) - 17:31, 28 October 2009
  • ...al approach which makes scripting more legible by identifying the resource type etc. ...area, "al" for area list, "ip" for placeable, "cr" for creature, "im" for item, "tr" for trigger, "pt" for plot, "st" for stage, "cs" for cutscene, "wp" f
    10 KB (1,636 words) - 11:18, 10 September 2022
  • |brief = Gets the BaseItemType of an item |param1desc = An Item Object
    924 B (125 words) - 12:48, 10 August 2011
  • ...Once available, they'll show in the string table as string type "Exported <type> text". Even though it may seem unnecessary as the tlkstring contains the o It's wise to back up the data base and make a careful note of the original module properties before attempting
    7 KB (1,156 words) - 08:06, 5 January 2011
  • ...Once available, they'll show in the string table as string type "Exported <type> text". Even though it may seem unnecessary as the tlkstring contains the o It's wise to back up the data base and make a careful note of the original module properties before attempting
    9 KB (775 words) - 08:40, 18 June 2013
  • Click on any item in the window to select it then click on the small squareish icon in the to * Base Cell Resolution: 8
    14 KB (2,452 words) - 21:29, 9 September 2022
  • Textures in DAO are stored in the [[DDS]] format. Native support of this file type can be added to a graphics package such as Adobe Photoshop or GIMP via the Additional texture types are used on some models. The most common type is a height map used on static objects like floors and walls, designated wi
    8 KB (1,319 words) - 10:52, 17 August 2022
  • ...://www.nexusmods.com/dragonage/mods/214/? GDA Editor] to work with [[GDA]] type. ...nilla game. Unlike for armor, you dont need to think how close the vanilla item is to the new one, ANY vanilla shield will do.
    4 KB (652 words) - 07:13, 16 February 2016
  • DBASH_EQUIP_TYPE: Tells the creature what type of weapons to equip: ...key, and another for the door itself. The key needs to be of the Base Item Type of "Other - Key". Give the key a unique tag, as this is what the door will
    6 KB (1,154 words) - 17:43, 28 March 2010
  • *GEN_CLASS_* - one flag for each base class, is "true" if the character has this class and "false" otherwise This type of scripting will be used mostly for rewarding the player, taking/giving it
    11 KB (1,908 words) - 23:35, 10 August 2011
  • ...if items belongs to your module. For example: your module UID is "asar" so item, createre, area or any other file should begin with asar_ (asar_mysword). ...s is vital information if you ever have to export the module to a new data base.
    5 KB (818 words) - 07:34, 29 November 2013
  • |param3desc = Only return items with a matching base item type or 0 to disable this filter
    2 KB (298 words) - 10:55, 8 June 2014
  • * Base attack value (54.0f) * + Any +attack item bonuses on the weapon that performs the attack.
    6 KB (835 words) - 13:42, 4 April 2015