<?xml version="1.0"?>
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		<id>https://datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DeepImpact</id>
		<title>Dragon Age Toolset Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DeepImpact"/>
		<link rel="alternate" type="text/html" href="https://datoolset.net/wiki/Special:Contributions/DeepImpact"/>
		<updated>2026-04-21T21:36:07Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.25.6</generator>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=UTC&amp;diff=8907</id>
		<title>UTC</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=UTC&amp;diff=8907"/>
				<updated>2009-12-17T14:30:45Z</updated>
		
		<summary type="html">&lt;p&gt;DeepImpact: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== UTC ==&lt;br /&gt;
User Template for Creatures&lt;br /&gt;
&lt;br /&gt;
used in the following files:&lt;br /&gt;
* summons.xls (template / masterTemplate)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known utc.-Files===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  UTC-File&lt;br /&gt;
!  Creature&lt;br /&gt;
|-&lt;br /&gt;
|  animated_dead.utc &lt;br /&gt;
|  ?&lt;br /&gt;
|-&lt;br /&gt;
|  bear_black.utc&lt;br /&gt;
|  Black Bear&lt;br /&gt;
|-&lt;br /&gt;
|  bear_great.utc &lt;br /&gt;
|  Great Bear&lt;br /&gt;
|-&lt;br /&gt;
|  demon_pride_lesser.utc &lt;br /&gt;
|  Lesser Demon of Pride&lt;br /&gt;
|-&lt;br /&gt;
|  demon_pride.utc	 &lt;br /&gt;
|  Demon of Pride&lt;br /&gt;
|-&lt;br /&gt;
|  hurlock_emissary_def.utc &lt;br /&gt;
|  Hurlock Emissary&lt;br /&gt;
|-&lt;br /&gt;
|  merc_human_heavy.utc &lt;br /&gt;
|  Heavy Human Mercenary&lt;br /&gt;
|-&lt;br /&gt;
|  merc_qunari_heavy.utc &lt;br /&gt;
|  Heavy Qunari Mercenary&lt;br /&gt;
|-&lt;br /&gt;
|  ogre_boss.utc &lt;br /&gt;
|  Ogre Alpha&lt;br /&gt;
|-&lt;br /&gt;
|  ogre_default.utc &lt;br /&gt;
|  Ogre&lt;br /&gt;
|-&lt;br /&gt;
|  revenant.utc&lt;br /&gt;
|  Revenant&lt;br /&gt;
|-&lt;br /&gt;
|  spider_giant.utc &lt;br /&gt;
|  Giant Spider&lt;br /&gt;
|-&lt;br /&gt;
|  spider_poisonous.utc &lt;br /&gt;
|  Poisonous Spider&lt;br /&gt;
|-&lt;br /&gt;
|  wolf.utc &lt;br /&gt;
|  Wolf&lt;br /&gt;
|-&lt;br /&gt;
|  wolf_blight.utc &lt;br /&gt;
|  Blight Wolf&lt;br /&gt;
|-&lt;br /&gt;
|  wild_sylvan.utc &lt;br /&gt;
|  Wild Sylvan&lt;br /&gt;
|-&lt;br /&gt;
|  ''copy this for new lines'' &lt;br /&gt;
|  ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:File types]]&lt;/div&gt;</summary>
		<author><name>DeepImpact</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Talk:Main_Page&amp;diff=8906</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Talk:Main_Page&amp;diff=8906"/>
				<updated>2009-12-17T10:45:20Z</updated>
		
		<summary type="html">&lt;p&gt;DeepImpact: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Add a new topic by creating a new header like this one ==&lt;br /&gt;
&lt;br /&gt;
And then write your comment below it. Sign your comment with four tildes, like so: &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. It is automatically substituted with your user name and a link to your user page.&lt;br /&gt;
&lt;br /&gt;
:To respond to someone else's comment, use a colon at the beginning of your response to indent it.&lt;br /&gt;
&lt;br /&gt;
::Two colons indent twice, and so forth.&lt;br /&gt;
&lt;br /&gt;
== Can we add a link to the Level Editor tutorial to the list of tutorials on the main page? ==&lt;br /&gt;
&lt;br /&gt;
I don't know how to do it myself, but it seems like the Level Editor tutorial belongs before the Area tutorial in that list on the main page.&lt;br /&gt;
:I think the reason it has been left out of there is that it is a more advanced topic. It is possible to go through those beginner tutorials without creating your own level. It should be in a tutorial list somewhere though. [[User:Stuntpope|Stuntpope]] 01:23, 28 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
I moved the placeable tutorial to second on the list, because it doesn't work unless you already created a module in the area tutorial.&lt;br /&gt;
[[User:Proleric1|Proleric1]] 12:41, 25 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
The list of events is actually here:&lt;br /&gt;
http://social.bioware.com/wiki/datoolset/index.php/Category:Event_types [[User:Proleric1|Proleric1]] 07:59, 15 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== NDA ==&lt;br /&gt;
I suspect that the NDA no longer applies to the Wiki, since the latter does not touch on the three topics that Chris Priestly asked us not to discuss in his e-mail of 13-Jul-2009.&lt;br /&gt;
[[User:Proleric1|Proleric1]] 09:42, 25 July 2009 (UTC)&lt;br /&gt;
:Surely no NDA applies now, as the wiki is in the public domain? [[User:Proleric1|Proleric1]] 07:47, 15 October 2009 (UTC)&lt;br /&gt;
::Probably not. I'll ask around to make sure, though. [[User:BryanDerksen|BryanDerksen]] 19:44, 15 October 2009 (UTC)&lt;br /&gt;
::I've been asked to ask you to hold off on talking about the wiki until next week, to help spread the &amp;quot;buzz&amp;quot; out a bit. Right now everyone's talking about character creator, we don't want to distract from that. The folks who busted their humps on CC need their due. [[User:BryanDerksen|BryanDerksen]] 15:07, 16 October 2009 (UTC)&lt;br /&gt;
::Heh. I see Sunjammer just posted about the wiki on the forum, directing people here. Oh well. :) [[User:BryanDerksen|BryanDerksen]] 15:41, 16 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Toolset download location ==&lt;br /&gt;
&lt;br /&gt;
Someone should probably post a link to the location of the toolset here and/or in the installation page, to go with the instructions.  It's a bit slow on the various EA/Bioware servers right now to just search around for them, and there's no direct link on Google for the obvious searches yet.&lt;br /&gt;
&lt;br /&gt;
Edit: That link would be:&lt;br /&gt;
[http://social.bioware.com/toolset.php#downloads]&lt;br /&gt;
&lt;br /&gt;
According to a post by Scott Meadows,Senior Programmer in the forums, it is still not available for general download, as of 9:48pm PST.  No ETA was given.&lt;br /&gt;
&lt;br /&gt;
--[[User:RyanFenton|RyanFenton]] 20:45, 3 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It is available now.&lt;br /&gt;
[[User:Rabidgerbal|Rabidgerbal]] 23:20, 6 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks, slipped my mind in the midst of all the troubleshooting. :) [[User:BryanDerksen|BryanDerksen]] 23:41, 6 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Camp ==&lt;br /&gt;
&lt;br /&gt;
How do I add stuff to the camp area? [[User:Apocalypsefu|Apocalypsefu]] 04:45, 11 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: [[How-tos#Insert_content_into_an_existing_area]] has a summary of how you can create an addin that adds new content to existing areas. [[User:BryanDerksen|BryanDerksen]] 01:42, 14 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Ten Minute Tutorials==&lt;br /&gt;
I think we should create a category and or easily accessible launch page where people can contribute quick 10 minute tutorials on a variety of subjects [[User:Allan Smith|Allan Smith]] 01:54, 13 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Help for the timid==&lt;br /&gt;
We should also put up something on the main page that helps timid editors know that it is okay to make new articles, and possibly give some guidance on naming conventions and how to get their articles included or linked from the main page (or really guidance on where they should be linked from [[User:Allan Smith|Allan Smith]] 01:54, 13 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'll come up with a page tomorrow, I should have some spare time then. :) [[User:BryanDerksen|BryanDerksen]] 01:43, 14 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Added an Item Reskinning Tutorial==&lt;br /&gt;
See [[Tutorial: Reskinning an Item]]. Perhaps someone could add it to the list of tutorials on the main page, if appropriate?&lt;br /&gt;
[[User:Avantoreon|Avantoreon]] 00:38, 17 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Google ==&lt;br /&gt;
&lt;br /&gt;
The Wiki isn't accessible unless you have a Bioware social account; are there exceptions for Googlebot?  I understand wanting to protect the contents but being searchable is a great way to be found.  --[[User:Talonius|Talonius]] 04:30, 17 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 2DA ID reservation page ==&lt;br /&gt;
&lt;br /&gt;
Is there any way a page can be added to the wiki so that modders that use it can reserve ranges for their content? I would do it, but I feel that it needs to be accessible from the main page of the wiki so that its existence is well known. [[User:Ladydesire|Ladydesire]] 01:34, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I've just redone the main page to have a lot fewer links on it, which I think will actually help a new user find things more easily. I'm thinking that putting it on [[script]] would be better now, since that's the &amp;quot;portal&amp;quot; page that deals with things where row IDs are likely to come up. I'll put it there for now, anyway. Thoughts? [[User:BryanDerksen|BryanDerksen]] 22:46, 23 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There, I've whipped up a stub page at [[2DA ranges in use]]. Is that the sort of thing you were thinking of? [[User:BryanDerksen|BryanDerksen]] 22:53, 23 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adding to main game ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to add &amp;quot;addin&amp;quot; content to the main game (Single Player)? I would like to add a new town to an existing forest in the main game without going through Other Campaign.&lt;br /&gt;
&lt;br /&gt;
:Does [[How-tos#Insert_content_into_an_existing_area]] cover what you had in mind? [[User:BryanDerksen|BryanDerksen]] 22:58, 23 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Custom Animations? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to create custom animations with the toolset?  As in, animate the characters any way you wish for cutscenes, like a werewolf thriller remake for example?  I haven't taken a good look in the toolset quite yet, and only a brief look at the wiki, but it looks as though I would be limited to a set group of named pre-made animations.  [[User:Interitus3841|Interitus3841]] 13:29, 23 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The toolset doesn't have animation-creation tools in it, though the [[blend tree editor]] is used to combine existing animations. Currently there aren't any tools available that I know of for converting animations created with other tools such as Poser to the [[ANI]] format used by Dragon Age, but I'm sure eventually someone will come up with something. [[User:BryanDerksen|BryanDerksen]] 22:58, 23 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Create a new single developers page within the wiki to properly list addon's underdevelopment, and the teams developing them? ==&lt;br /&gt;
&lt;br /&gt;
Title basically sums it up. I feel like Social.Bioware.com itself isn't as organized as it should be, and its quiet hard to sift through. I figure if all us developers get together we could maintain a single page that would list addon's and the team doing them in a table sort of way, linking our social.bioware.com page, and our websites all in one little easy to use area.&lt;br /&gt;
:No. The role of wiki is not a to make up for Social's percieved short-comings. If you don't like the way projects work on Social then petition Jesse and his team to fix that issue.  The wiki is for documenting the toolset not any and all projects that may or may not ever see the light of day. --[[User:Sunjammer|Sunjammer]] 16:50, 27 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== More Examples ==&lt;br /&gt;
I think it would be a good idea, if there where more examples, exspecially for events and the like. Little code would long. --[[User:DeepImpact|DeepImpact]] 10:45, 17 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>DeepImpact</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Summons.xls&amp;diff=8904</id>
		<title>Summons.xls</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Summons.xls&amp;diff=8904"/>
				<updated>2009-12-17T09:54:16Z</updated>
		
		<summary type="html">&lt;p&gt;DeepImpact: /* summons worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==summons worksheet==&lt;br /&gt;
{{2da start|summons}}&lt;br /&gt;
{{2da column|Label|string|}}&lt;br /&gt;
{{2da column|template|resource|also see [[UTC]]-filedescription}}&lt;br /&gt;
{{2da column|masterTemplate|resource|also see [[UTC]]-filedescription}}&lt;br /&gt;
{{2da column|Ability0|int|}}&lt;br /&gt;
{{2da column|Ability1|int|}}&lt;br /&gt;
{{2da column|PassiveAbi0|int|}}&lt;br /&gt;
{{2da column|PassiveAbi1|int|}}&lt;br /&gt;
{{2da column|ArmorBase|float|}}&lt;br /&gt;
{{2da column|ArmorBonus|float|}}&lt;br /&gt;
{{2da column|APBonus|float|}}&lt;br /&gt;
{{2da column|DexBonus|float|}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:2DAs]]&lt;/div&gt;</summary>
		<author><name>DeepImpact</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=UTC&amp;diff=8903</id>
		<title>UTC</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=UTC&amp;diff=8903"/>
				<updated>2009-12-17T09:52:03Z</updated>
		
		<summary type="html">&lt;p&gt;DeepImpact: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== UTC ==&lt;br /&gt;
User Template for Creatures&lt;br /&gt;
&lt;br /&gt;
used in the following files:&lt;br /&gt;
* summons.xls (template / masterTemplate)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known utc.-Files===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  UTC-File&lt;br /&gt;
!  Creature&lt;br /&gt;
|-&lt;br /&gt;
|  animated_dead.utc &lt;br /&gt;
|  ?&lt;br /&gt;
|-&lt;br /&gt;
|  bear_black.utc&lt;br /&gt;
|  Black Bear&lt;br /&gt;
|-&lt;br /&gt;
|  bear_great.utc &lt;br /&gt;
|  Great Bear&lt;br /&gt;
|-&lt;br /&gt;
|  demon_pride_lesser.utc &lt;br /&gt;
|  Lesser Demon of Pride&lt;br /&gt;
|-&lt;br /&gt;
|  demon_pride.utc	 &lt;br /&gt;
|  Demon of Pride&lt;br /&gt;
|-&lt;br /&gt;
|  hurlock_emissary_def.utc &lt;br /&gt;
|  Hurlock Emissary&lt;br /&gt;
|-&lt;br /&gt;
|  merc_human_heavy.utc &lt;br /&gt;
|  Heavy Human Mercenary&lt;br /&gt;
|-&lt;br /&gt;
|  merc_qunari_heavy.utc &lt;br /&gt;
|  Heavy Qunari Mercenary&lt;br /&gt;
|-&lt;br /&gt;
|  ogre_boss.utc &lt;br /&gt;
|  Ogre Alpha&lt;br /&gt;
|-&lt;br /&gt;
|  ogre_default.utc &lt;br /&gt;
|  Ogre&lt;br /&gt;
|-&lt;br /&gt;
|  revenant.utc&lt;br /&gt;
|  Revenant&lt;br /&gt;
|-&lt;br /&gt;
|  spider_giant.utc &lt;br /&gt;
|  Giant Spider&lt;br /&gt;
|-&lt;br /&gt;
|  spider_poisonous.utc &lt;br /&gt;
|  Poisonous Spider&lt;br /&gt;
|-&lt;br /&gt;
|  wolf.utc &lt;br /&gt;
|  Wolf&lt;br /&gt;
|-&lt;br /&gt;
|  wolf_blight.utc &lt;br /&gt;
|  Blight Wolf&lt;br /&gt;
|-&lt;br /&gt;
|  wild_sylvan.utc &lt;br /&gt;
|  Wild Sylvan&lt;br /&gt;
|-&lt;br /&gt;
|  ''copy this for new lines'' &lt;br /&gt;
|  ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DeepImpact</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=UTC&amp;diff=8902</id>
		<title>UTC</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=UTC&amp;diff=8902"/>
				<updated>2009-12-17T08:49:35Z</updated>
		
		<summary type="html">&lt;p&gt;DeepImpact: Created this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== UTC ==&lt;br /&gt;
User Template for Creatures&lt;br /&gt;
&lt;br /&gt;
used in the following files:&lt;br /&gt;
- summons.xls (template / masterTemplate)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known utc.-Files===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  UTC-File&lt;br /&gt;
!  Creature&lt;br /&gt;
|-&lt;br /&gt;
|  animated_dead.utc &lt;br /&gt;
|  ?&lt;br /&gt;
|-&lt;br /&gt;
|  bear_black.utc&lt;br /&gt;
|  Black Bear&lt;br /&gt;
|-&lt;br /&gt;
|  bear_great.utc &lt;br /&gt;
|  Great Bear&lt;br /&gt;
|-&lt;br /&gt;
|  spider_giant.utc &lt;br /&gt;
|  Giant Spider&lt;br /&gt;
|-&lt;br /&gt;
|  spider_poisonous.utc &lt;br /&gt;
|  Poisonous Spider&lt;br /&gt;
|-&lt;br /&gt;
|  wolf.utc &lt;br /&gt;
|  Wolf&lt;br /&gt;
|-&lt;br /&gt;
|  wolf_blight.utc &lt;br /&gt;
|  Blight Wolf&lt;br /&gt;
|-&lt;br /&gt;
|  wild_sylvan.utc &lt;br /&gt;
|  Wild Sylvan&lt;br /&gt;
|-&lt;br /&gt;
|  ''copy this for new lines'' &lt;br /&gt;
|  ?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>DeepImpact</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Item&amp;diff=8675</id>
		<title>Item</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Item&amp;diff=8675"/>
				<updated>2009-12-11T07:33:31Z</updated>
		
		<summary type="html">&lt;p&gt;DeepImpact: Restrictions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An item is a game object that can be picked up or equipped by a creature. Dragon Age will have many items. As the player gains levels he or she will encounter progressively more powerful items. Through the use of material types (unique models and/or color variation) we will scale our items so that we have a greater range of item diversity than in our previous games.&lt;br /&gt;
&lt;br /&gt;
Items are grouped into types called &amp;quot;Base Item Types&amp;quot;.  The item's base type determines how it can be used and what its basic properties are.&lt;br /&gt;
&lt;br /&gt;
Some examples of base item types are:&lt;br /&gt;
* Sword&lt;br /&gt;
* Bow&lt;br /&gt;
* Arrows&lt;br /&gt;
* Helmet&lt;br /&gt;
* Potion&lt;br /&gt;
&lt;br /&gt;
Weapon and armour items get their basic ratings from their base item type.  This is further modified by the material type of the item (i.e., high steel sword vs. low steel sword) and other item properties on them.&lt;br /&gt;
&lt;br /&gt;
Unlike in Neverwinter Nights, items can't be placed on the floor. They can only be stored in an inventory of some kind.&lt;br /&gt;
&lt;br /&gt;
==== Item Attributes ====&lt;br /&gt;
&lt;br /&gt;
Item's attributes are determined in part by their base type and can be customized further in the toolset.  They can be further modified in the game by applying item properties.&lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
&lt;br /&gt;
An item's appearance will be determined by their base type and an appearance field.  A base item 2da and an item appearances 2da controls the different appearances for each base type.  The number of appearance variations for each base type will vary.  Visual effect item properties can be applied later to further modify the appearance of the item (flame effects, etc…)&lt;br /&gt;
&lt;br /&gt;
==== Icons ====&lt;br /&gt;
&lt;br /&gt;
Each item's icon has a width and height.  This size corresponds roughly to the size of the item in the world, so small potions will have a small icon and large suits of armour will take up more space.&lt;br /&gt;
&lt;br /&gt;
We don't track the weight of items because of the shared party inventory.  Some items will have properties on them that will require the creature to have certain minimum attributes to equip them though.  This will simulate particularly heavy armour or weapons.&lt;br /&gt;
&lt;br /&gt;
==== Stacks ====&lt;br /&gt;
&lt;br /&gt;
Each item can have a stack size on them.  This means that the item actually represents a pile of identical items.  Stacks can be split into new items or merged to destroy old ones.  Only items that have identical types and properties can be merged into stacks.&lt;br /&gt;
&lt;br /&gt;
==== Cost ====&lt;br /&gt;
&lt;br /&gt;
An item's cost will be set in a field by either the toolset or the scripting language. There won't be any automatic cost calculation done.&lt;br /&gt;
&lt;br /&gt;
==== Plot Items ====&lt;br /&gt;
&lt;br /&gt;
Some items will be flagged as &amp;quot;plot&amp;quot; items.  This means the item is important to some plot in the game and should be treated differently.  When the player picks up one of these items they will appear on a special plot page in their inventory.  Plot items can’t be sold in stores or destroyed through normal game-play.  &lt;br /&gt;
&lt;br /&gt;
==== Indestructible items ====&lt;br /&gt;
&lt;br /&gt;
These are items that are needed for the plot, but can still be used or equipped by the player. The use of this flag is very restricted and it should be used only when no other solution will work. Items with this flag can not be destroyed, sold or given to another character to equip.&lt;br /&gt;
&lt;br /&gt;
==== Item Scripts ====&lt;br /&gt;
&lt;br /&gt;
Items will have AI scripts associated with them like any other game object (the script is attached to the item).  They will receive and process events in much the same way (acquire, lose, equip, unequip, etc…)&lt;br /&gt;
&lt;br /&gt;
==== Item Equipping ====&lt;br /&gt;
&lt;br /&gt;
All base item types are limited by attribute Strength (except wands which are Magic limited). An item cannot be equipped unless its base item attribute requirements are met. The reasons why an item cannot be equipped will be clearly indicated by the GUI. &lt;br /&gt;
Almost all items can be equipped and unequipped by a player during combat. The only exception is armor. Armor cannot be equipped or unequipped if the character is within sight of an enemy creature. &lt;br /&gt;
&lt;br /&gt;
==== Dropping Items ====&lt;br /&gt;
&lt;br /&gt;
* Players will not be allowed to drop items into the world or into containers by default. Specific containers can be set to accept items.&lt;br /&gt;
* If a creature dies the items are dropped into a bodybag&lt;br /&gt;
&lt;br /&gt;
==== Item Scaling ====&lt;br /&gt;
&lt;br /&gt;
The item system needs to be very robust, allowing for a wide diversity of item types, item appearances within a type, and rules scaling. Material types are the primary mechanism for item scaling... i.e., we won't randomize the type of item in many cases (flaming sword) but we will randomize its material type (low steel flaming sword vs. high steel flaming sword)&lt;br /&gt;
&lt;br /&gt;
==== Activated Items ====&lt;br /&gt;
&lt;br /&gt;
Each item can have a single default action. This is entered by picking an ability of type &amp;quot;Item Ability&amp;quot; from the abilities table which defines its icon, script, description and targetting behaviour. Items that can be used go into a special equip slot. All other item types (weapons, armor, et cetera) cannot have a custom item use.&lt;br /&gt;
The number of uses for this ability will be decided by the script which will destroy the item when appropriate. &lt;br /&gt;
* there are no uses per day type items. All items only have &amp;quot;number of uses&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Descriptions ====&lt;br /&gt;
&lt;br /&gt;
Item descriptions will be primarily autogenerated with stat information.&lt;br /&gt;
There will also be a text description but few items will have descriptions written for them. A subset list of all the items (the really powerful ones, crafting items, and plot items) will be the only ones with descriptions.&lt;br /&gt;
&lt;br /&gt;
==== Further Details ====&lt;br /&gt;
&lt;br /&gt;
* Equippable Items&lt;br /&gt;
** Melee Weapons&lt;br /&gt;
*** Some weapons are one handed, can be used with a shield&lt;br /&gt;
*** Some weapons are two handed&lt;br /&gt;
*** Daggers and Longswords can be dual wielded&lt;br /&gt;
** Ranged Weapons&lt;br /&gt;
*** Can use special ammunition, if you have it. Otherwise they can fire a &amp;quot;default&amp;quot; ammo type.&lt;br /&gt;
** Shields&lt;br /&gt;
** Paperdoll items (i.e., helmets, gloves, et cetera)&lt;br /&gt;
* Unequipped items&lt;br /&gt;
** There are a large variety of items that cannot be equipped on the ingame avatar. Some of these can be placed on the quickbar (i.e., potions) if they have activated item abilities&lt;br /&gt;
* Items can be upgraded (i.e., adding fire damage to a sword).&lt;br /&gt;
* Items can be crafted from other item parts&lt;br /&gt;
* Items can have Item properties&lt;br /&gt;
&lt;br /&gt;
==== Tools ==== &lt;br /&gt;
&lt;br /&gt;
Items are created in the Designer Toolset using the Object Inspector Editor.  Once created, item can be given as inventory to creatures and placeables.  Once placed, both the creature/placeable and the item must be exported in order to be viewed in the game.  Exporting happens automatically or can be done manually by the designer during testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Inventory slots ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Slot ||  Item type ||  Visible on avatar?&lt;br /&gt;
|-&lt;br /&gt;
|  Right Hand ||  Weapons ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Left Hand ||  Weapons, Shields ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Head ||  Helmet ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Chest ||  Armor, Clothing ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Waist || Belt, Girdle ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Quick Items ||  Useable Items ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Right Fingers || Ring ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Left Fingers || Ring ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Feet || Boots ||  Yes  &lt;br /&gt;
|-&lt;br /&gt;
|  Neck || Amulets ||  No  &lt;br /&gt;
|-&lt;br /&gt;
|  Hands ||  Gloves ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Inventory - Normal ||  Backpack Items ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Inventory - Plot ||  Plot Items ||  No &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Properties ==&lt;br /&gt;
&lt;br /&gt;
An item property is a modifier on an item similar to an effect.  These modifiers affect either the item itself or the item's wielder.&lt;br /&gt;
&lt;br /&gt;
Item properties (i.e., fire damage) are assignable in the toolset and via scripting&lt;br /&gt;
* Scripting functions to add properties&lt;br /&gt;
* Scripting functions to remove properties&lt;br /&gt;
* Toolset can add/remove properties&lt;br /&gt;
* Item Abilities are not item properties&lt;br /&gt;
&lt;br /&gt;
MAKE is an item property. Because Dragon Age is a low magical world we cannot flood the player with magical items. However item progression is important to a RPG. We have decided to use an item progression system whereby items get better depending on the materials and processes used in their construction. In Dragon Age each weapon, armor, and shield progresses through several levels of quality. The highest quality items are more powerful and harder to obtain. These quality levels are called makes (they used to be called material types). &lt;br /&gt;
&lt;br /&gt;
As MAKE improves, it: &lt;br /&gt;
*increases the base statistics for a particular item (attack rating, damage and armor penetration for weapons, armor rating for armor, defense rating for shields). &lt;br /&gt;
*changes the physical appearance of an item. Generally this change should be a model change though for expansion purposes we may also insert additional makes that are merely color changes. &lt;br /&gt;
*Determines the number of upgrade/enchantment slots that are available on the item&lt;br /&gt;
&lt;br /&gt;
The values in the 2DA MaterialTypes.2da influence the initial damage, attack bonus, armor penetration, defense and armor of an item. There are several upgrade stages for each equipped item. All items follow the same progression, but the labels used to refer to this progression changes based on the item type. The item's progression dictates the number of enchantment rune upgrades it can support.&lt;br /&gt;
&lt;br /&gt;
Each base item type has its own list of material types, with different numbers. However many base items do share material types, so we can group them into Melee Weapons, Ranged Weapons, Wands, Armor, Shields, Helmets, etc.&lt;br /&gt;
&lt;br /&gt;
The item properties allowed to be assigned to an item are based on the item's base types (i.e., a longsword has different properties allowable than a suit of armor)&lt;br /&gt;
&lt;br /&gt;
When an item is equipped or un-equipped, a call-back function is run for each property on it. These usually apply or remove some package of effects with the duration type &amp;quot;Equipped&amp;quot;. These are used to create items that grant bonuses when used. &lt;br /&gt;
&lt;br /&gt;
== Item Abilities ==&lt;br /&gt;
&lt;br /&gt;
Item Abilities are activated abilities on items (for example, a potion with the activated ability Healing is a Potion of Healing). An item can only have one item ability. This item ability is assigned in the toolset.&lt;br /&gt;
They are not item properties.&lt;br /&gt;
&lt;br /&gt;
=== Detailed Description ===&lt;br /&gt;
&lt;br /&gt;
Item abilities cannot be placed on equippable items.&lt;br /&gt;
&lt;br /&gt;
Item abilities are activated by right-clicking or double-clicking the item or from using the item from the quickbar&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
{{variable table start}}&lt;br /&gt;
{{variable table row|APP_ITEM_MOTIVATION | int |0| }}&lt;br /&gt;
{{variable table row|ITEM_CODEX_FLAG | int |-1| when != -1, this will be the codex plot flag to set for this item when acquired. The plot name is the tag of the item}}&lt;br /&gt;
{{variable table row|ITEM_COUNTER_1 to 2 | int |0| }}&lt;br /&gt;
{{variable table row|ITEM_CRUST | int |0| }}&lt;br /&gt;
{{variable table row|ITEM_DO_ONCE_A and B | int |0| }}&lt;br /&gt;
{{variable table row|ITEM_SEND_ACQUIRED_EVENT | int |0| when true, [[EVENT_TYPE_CAMPAIGN_ITEM_ACQUIRED]] is sent to the module's event script when the item is aquired. }}&lt;br /&gt;
{{variable table row|ITEM_SET | int |-1| Certain items will give a bonus when equipped with other members of the same set (as identified by this integer).}}&lt;br /&gt;
{{variable table row|ITEM_SPECIALIZATION_FLAG| int|0|}}&lt;br /&gt;
{{variable table row|ITEM_SEND_LOST_EVENT| int| 0 | }}&lt;br /&gt;
{{variable table row|PROJECTILE_OVERRIDE|int|0|}}&lt;br /&gt;
{{variable table row|ITEM_RUNE_ENABLED|int|0|}}&lt;br /&gt;
{{variable table end}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Activated Ability| Action happening on a specific event related to the item (hit with weapon, being hit on armor, etc.)}}&lt;br /&gt;
{{inspector row|Base Item Type| The inventory type of the item. Also gives the base appearance type for the item. }}&lt;br /&gt;
{{inspector row|Comments| General information about the item }}&lt;br /&gt;
{{inspector row|Crafting Recipe Type| The type of recipe this is. From recipes 2da. }}&lt;br /&gt;
{{inspector row|Description|  }}&lt;br /&gt;
{{inspector row|DescriptionRequiresReTranslation|  }}&lt;br /&gt;
{{inspector row|Heraldry|  }}&lt;br /&gt;
{{inspector row|Icon|  }}&lt;br /&gt;
{{inspector row|Item Variation| An appearance variation based on the base item type. }}&lt;br /&gt;
{{inspector row|MaterialProgression|  }}&lt;br /&gt;
{{inspector row|MaterialType|  }}&lt;br /&gt;
{{inspector row|Name|  }}&lt;br /&gt;
{{inspector row|NameRequiresReTranslation|  }}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource}}&lt;br /&gt;
{{inspector row|Tag| A non-unique string identifier used mostly by scripts and other resources to refer to this resource. }}&lt;br /&gt;
{{inspector row|Tint Override|  }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Attributes}}&lt;br /&gt;
{{inspector row|Body Tint| Affects the appearance of item wearer. Typically used to customize the Dog's warpaint. }}&lt;br /&gt;
{{inspector row|Body Tint Mask| Affects the appearance of item wearer. Typically used to customize the Dog's warpaint. }}&lt;br /&gt;
{{inspector row|Cost| Base money value of the item. }}&lt;br /&gt;
{{inspector row|Damaged|  }}&lt;br /&gt;
{{inspector row|Item Properties| Allows selecting one or more item properties for the item. Item Properties are any special power, effects, or stat variations beyond the basic item attributes. Properties also includes restrictions by class, race, etc. }}&lt;br /&gt;
{{inspector row|OnHit Effect|  }}&lt;br /&gt;
{{inspector row|OnHit Power|  }}&lt;br /&gt;
{{inspector row|Plot Item| A plot item can not be destroyed or removed from inventory by the player once the player has acquired it. Plot items can only be removed via scripts written by the designer.}}&lt;br /&gt;
{{inspector row|Script| Event script assigned to the resource }}&lt;br /&gt;
{{inspector row|Unique|  }}&lt;br /&gt;
{{inspector row|Variable 2da| 2da file containing a variable table. Only the values in the table can be set and retrieved by scripting. }}&lt;br /&gt;
{{inspector row|Variables| Opens the variable table for editing, allows the initial values of the variables to be defined.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Model Appearance (R/O)}}&lt;br /&gt;
{{inspector row|Model Appearance|  }}&lt;br /&gt;
{{inspector row|Model Gender|  }}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>DeepImpact</name></author>	</entry>

	<entry>
		<id>https://datoolset.net/mw/index.php?title=Inventory&amp;diff=8674</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://datoolset.net/mw/index.php?title=Inventory&amp;diff=8674"/>
				<updated>2009-12-11T07:29:48Z</updated>
		
		<summary type="html">&lt;p&gt;DeepImpact: /* Inventory Subgroup Codes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A creature or container object can contain one or more [[item]]s in inventory. &lt;br /&gt;
&lt;br /&gt;
If a container is destroyed the contents of its inventory are transferred to a [[Bodybag]].&lt;br /&gt;
&lt;br /&gt;
Each item can have the following properties set:&lt;br /&gt;
&lt;br /&gt;
*Subgroup&lt;br /&gt;
*Slot - Sets whether the creature has equipped the item. &amp;quot;Not equipped&amp;quot; leaves the item in the general inventory, &amp;quot;Main&amp;quot; puts the item into the creature's main hand, and &amp;quot;off-hand&amp;quot; puts the item into the creature's off hand.&lt;br /&gt;
*Set - Items that are part of a set are meant to be given as a group. !!This is handled in the giving/taking script?!!&lt;br /&gt;
*StackSize - how many copies of this item are present in a stack&lt;br /&gt;
*Droppable - a checkbox that indicates whether the item is dropped when the creature is killed&lt;br /&gt;
*Stealable - a checkbox that indicates whether the item can be stolen from the creature&lt;br /&gt;
&lt;br /&gt;
[[File:Creature inventory.png|center|thumb|400px|A typical creature inventory screen]]&lt;br /&gt;
&lt;br /&gt;
[[Merchant]]s also have an inventory.&lt;br /&gt;
&lt;br /&gt;
See [[Treasure system]] for auto-generated loot.&lt;br /&gt;
&lt;br /&gt;
== Inventory Subgroup Codes ==&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
*Light Armor   331000&lt;br /&gt;
*Medium Armor    332000&lt;br /&gt;
*Heavy Armor    333000&lt;br /&gt;
*Massive Armor    334000&lt;br /&gt;
*Mage Robe    351000&lt;br /&gt;
&lt;br /&gt;
===Glove===&lt;br /&gt;
*Light Gloves    311000&lt;br /&gt;
*Medium Gloves    312000&lt;br /&gt;
*Heavy Gloves    311000&lt;br /&gt;
*Massive Gloves    314000&lt;br /&gt;
&lt;br /&gt;
===Boots===&lt;br /&gt;
*Light Boots    321000&lt;br /&gt;
*Medium Boots    322000&lt;br /&gt;
*Heavy Boots    323000&lt;br /&gt;
*Massive Boots    324000&lt;br /&gt;
&lt;br /&gt;
===Helmets===&lt;br /&gt;
*Light Helmet    301000&lt;br /&gt;
*Medium Helmet    302000&lt;br /&gt;
*Heavy Helmet    303000&lt;br /&gt;
*Massive Helmet    304000&lt;br /&gt;
*Mage Helmet    351500&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
*Kite Shield    343000&lt;br /&gt;
*Large Shield    342000&lt;br /&gt;
*Small Shield    341000&lt;br /&gt;
*Tower Shield    344000&lt;br /&gt;
&lt;br /&gt;
===Magic Staff===&lt;br /&gt;
*Staff    221000&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*Axes    201000&lt;br /&gt;
*Battleaxes    202000&lt;br /&gt;
*Daggers    203000&lt;br /&gt;
*Greatswords    204000&lt;br /&gt;
*Longswords    205000&lt;br /&gt;
*Maces    206000&lt;br /&gt;
*Mauls    207000&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*Ammo    214000&lt;br /&gt;
*Crossbows    213000&lt;br /&gt;
*Longbows    212000&lt;br /&gt;
*Shortbows    211000&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*Amulets    411000&lt;br /&gt;
*Belts    421000&lt;br /&gt;
*Rings    431000&lt;br /&gt;
&lt;br /&gt;
[[Category:Inventory]]&lt;/div&gt;</summary>
		<author><name>DeepImpact</name></author>	</entry>

	</feed>