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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
  • ...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
  • * 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
  • ...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

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