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		<id>http://www.datoolset.net/mw/index.php?title=Item&amp;diff=12820</id>
		<title>Item</title>
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				<updated>2010-04-02T19:00:27Z</updated>
		
		<summary type="html">&lt;p&gt;BillHoyt: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Resource palette}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Infobox items}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An item is a game object that can be picked up or equipped by a creature. Armor, as well as mmushrooms.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Items for the Single player campaign are all stored in the Toolset's [[Resource palette]], 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 game. It is sort of independent resource in that way. Any other Resource however can make use of it as they want.&lt;br /&gt;
&lt;br /&gt;
Items, as with any other Resource follow a [[Naming conventions#Resource Naming Convention|Naming convention]], to make it easier to navigate the [[Resource palette]].&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;
Items are stored in *.UTI File format.&lt;br /&gt;
&lt;br /&gt;
=== Basic Resource Integration ===&lt;br /&gt;
{| border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; align&amp;quot;left&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:white;&amp;quot; align=&amp;quot;center&amp;quot; &lt;br /&gt;
| style=&amp;quot;border-right:3px solid black; background-color:#EFDF9A&amp;quot; width=&amp;quot;60pt&amp;quot; |Other&lt;br /&gt;
| style=&amp;quot;border-right:3px solid black; background-color:#CFCFA0&amp;quot; width=&amp;quot;100pt&amp;quot;|Apply Rules&lt;br /&gt;
| style=&amp;quot;border-right:3px solid black; background-color:#E0B080&amp;quot; width=&amp;quot;90pt&amp;quot;|[[MSH|MSH Modelmesh]]&lt;br /&gt;
| style=&amp;quot;border-right:3px solid black; background-color:#E0B080&amp;quot; width=&amp;quot;90pt&amp;quot;|[[MAO|MAO Material]]&lt;br /&gt;
| style=&amp;quot;border-right:3px solid black; background-color:#E0C0C0&amp;quot; width=&amp;quot;90pt&amp;quot;|Heraldry Texture&lt;br /&gt;
| style=&amp;quot;border-right:3px solid black; background-color:#C0C0E0&amp;quot; width=&amp;quot;60pt&amp;quot;|Basestats&lt;br /&gt;
| style=&amp;quot;background-color:#C0C0E0&amp;quot; width=&amp;quot;60pt&amp;quot; |[[TNT|TNT (Tint)]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-right:3px solid black; background-color:#EFDF9A&amp;quot; rowspan=&amp;quot;4&amp;quot; |Other&lt;br /&gt;
| style=&amp;quot;border-right:3px solid black; background-color:#CFCFA0&amp;quot; rowspan=&amp;quot;4&amp;quot; |[[BITM_base.xls]] [[2DA|(2DA)]]&lt;br /&gt;
| style=&amp;quot;border-right:3px solid black; background-color:#E0B080&amp;quot; colspan=&amp;quot;2&amp;quot; |[[Model|MMH (Model)]]&lt;br /&gt;
| style=&amp;quot;border-right:3px solid black; background-color:#E0C0C0&amp;quot; rowspan=&amp;quot;2&amp;quot; |[[Heraldry.xls]] [[2DA|(2DA)]]&lt;br /&gt;
| style=&amp;quot;background-color:#C0C0E0&amp;quot; rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot; |[[Materialtypes.xls|Materialrules]] [[2DA|(2DA)]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-right:3px solid black; background-color:#E0B080&amp;quot; colspan=&amp;quot;2&amp;quot; |[[ItemVariations.xls]] [[2DA|(2DA)]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-right:3px solid black; background-color:#E0B080&amp;quot; colspan=&amp;quot;2&amp;quot; |[[2DA base.xls|(M)2DA_base.XLS]] [[2DA|(2DA)]]&lt;br /&gt;
| style=&amp;quot;border-right:3px solid black; background-color:#E0C0C0&amp;quot; rowspan=&amp;quot;2&amp;quot; |[[BITM_base.xls]] [[2DA|(2DA)]]&lt;br /&gt;
| style=&amp;quot;background-color:#C0C0E0&amp;quot; colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; |[[Materialtypes.xls]] [[2DA|(2DA)]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-right:3px solid black; background-color:#E0B080&amp;quot; colspan=&amp;quot;2&amp;quot; |[[BITM_base.xls]] [[2DA|(2DA)]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#FFFFE0&amp;quot;&lt;br /&gt;
| style=&amp;quot;border-right:0px&amp;quot; |Other&lt;br /&gt;
| style=&amp;quot;border-right:0px&amp;quot; |BaseItemType&lt;br /&gt;
| style=&amp;quot;border-right:0px&amp;quot; colspan=&amp;quot;2&amp;quot; |Itemvariation&lt;br /&gt;
| style=&amp;quot;border-right:0px&amp;quot; |Heraldry&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |MaterialType&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; style=&amp;quot;border-top:0px; border-bottom:2px solid black; background-color:#FFFFE0&amp;quot; |'''&amp;amp;uarr;&amp;amp;darr;Item&amp;amp;uarr;&amp;amp;darr;'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot; |Game / Toolset&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is a basic scheme, of the dependencies an Item creates, the Resources needed and how they are distributed. Each entry is directly connected to the next, from a modders point of view, who want to know which page is of interest. From the Item Resource, it spreads out into many smaller Resources the Item may depend on. Not all Items require a Model. It must not be exact at all Angles, and many other Properties go along with it. See below for a closeup description.&lt;br /&gt;
&lt;br /&gt;
== Item Types ==&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. 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;
You can edit or create new Items with the Toolsets Object Inspector Editor. This will yield their Properties.&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. As defined in [[BITM base.xls]] }}&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. As defined in &amp;quot;recipes.gda&amp;quot; 2DA. }}&lt;br /&gt;
{{inspector row|Description| Description (as seen in game?) }}&lt;br /&gt;
{{inspector row|DescriptionRequiresReTranslation| A flag used for [[localization]]. }}&lt;br /&gt;
{{inspector row|Heraldry| Allows Heraldry when defined in [[BITM base.xls]] (Shields can). Variations as defined in &amp;quot;[[heraldry.xls]]&amp;quot; 2DA. }}&lt;br /&gt;
{{inspector row|Icon| Icon for display in game. Only names beginning with ico_ to be used }}&lt;br /&gt;
{{inspector row|Inventory Subgroup| {{undocumented}} }}&lt;br /&gt;
{{inspector row|Item Variation| An appearance variation based on the base item type. As defined in the appropriate Variations 2DA. See [[ItemVariations.xls]] }}&lt;br /&gt;
{{inspector row|MaterialProgression| {{undocumented}} }}&lt;br /&gt;
{{inspector row|MaterialType| Material Variation, and can give the Item additional properties. As defined in materialtypes 2DA}}&lt;br /&gt;
{{inspector row|Name| Name of the Item.  (as it appears in Game?) }}&lt;br /&gt;
{{inspector row|NameRequiresReTranslation| A flag used for [[localization]]. }}&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| {{undocumented}} }}&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 in coppers - see below.}}&lt;br /&gt;
{{inspector row|Damaged| {{undocumented}} }}&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. See [[Item properties]] for more information. }}&lt;br /&gt;
{{inspector row|OnHit Effect| {{undocumented}} }}&lt;br /&gt;
{{inspector row|OnHit Power| {{undocumented}} }}&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 - see below}}&lt;br /&gt;
{{inspector row|Unique| {{undocumented}} }}&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. See below. }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Model Appearance (R/O)}}&lt;br /&gt;
{{inspector row|Model Appearance| Shows the Model how it appears on a specific wearer, ie Human. Helps distinguish Models worn by multiple races? }}&lt;br /&gt;
{{inspector row|Model Gender| Same as above ,but switches Gender. (Only for display?) }}&lt;br /&gt;
{{inspector end}}&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. Most Items are in some way visible in Game. &amp;quot;Base Item Type&amp;quot; is merely a category of [[Model|Models]] with the default displaying first. Whereas &amp;quot;Item Variation&amp;quot; determines the [[Model]] file itself, while also paying attention to the Gender and Race of the wearer.&lt;br /&gt;
&lt;br /&gt;
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;
=== Item Script ===&lt;br /&gt;
&lt;br /&gt;
The purpose of the item event script (if any) is not clear. Events involving items (acquire, lose, equip, unequip, etc…) are received by the event script for the creature or placeable owning the item, but are not received by the item script.&lt;br /&gt;
&lt;br /&gt;
=== Activated Ability ===&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. They are not item properties.&lt;br /&gt;
&lt;br /&gt;
Item abilities cannot be placed on equippable items. 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|For items that unlock a class specialisation this must match an ID from Achievements.xls, ITEM_SEND_ACQUIRED_EVENT must also be set.}}&lt;br /&gt;
{{variable table row|ITEM_SEND_LOST_EVENT| int| 0 | }}&lt;br /&gt;
{{variable table row|PROJECTILE_OVERRIDE|int|0|Used to change the default projectile for Mage Staves, values must match an ID from [[PRJ_base.xls|PRJ_base.xls]] (typically 125-129).}}&lt;br /&gt;
{{variable table row|ITEM_RUNE_ENABLED|int|0|When true, items may have a number of rune slots, dependant on the relevant RuneCount values in [[BITM_base.xls#BITM_base_worksheet|BITM_base.xls]] and [[Materialtypes.xls#materialtypes|Materialtypes.xls]] }}&lt;br /&gt;
{{variable table end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tools == &lt;br /&gt;
&lt;br /&gt;
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;
== Item Scaling ==&lt;br /&gt;
&amp;lt;!-- this can only be years old --&amp;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;
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;
== Item Cost ==&lt;br /&gt;
The cost of an item in-game depends on several factors:&lt;br /&gt;
&lt;br /&gt;
* Base Cost&lt;br /&gt;
* Material&lt;br /&gt;
* Item Properties&lt;br /&gt;
&lt;br /&gt;
The copper value is given by&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Item Cost = (Base Cost * Material Multiplier) + SUM(Item Property Base Cost * Item Property Power Level)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
where&lt;br /&gt;
&lt;br /&gt;
* Base Cost is the value you can edit in the Object Inspector&lt;br /&gt;
* Material Multiplier is defined in materialtypes.xls&lt;br /&gt;
* Item Properties Base Cost is defined in itmprps.xls&lt;br /&gt;
&lt;br /&gt;
The Buy Price we actually see in-game depends on the merchant:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Buy Price = Item Cost * Merchant Mark Up&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
For example, if a longsword has a base cost of 1000 copper, but the material is Red Steel (multiplier x 12) with damage power +2 (item property base cost 2500 copper),&lt;br /&gt;
&lt;br /&gt;
Item cost = (1000 * 12) + (2500 * 2) = 12000 + 5000 = 17000 copper.&lt;br /&gt;
&lt;br /&gt;
If the Merchant Mark Up is 110, the Buy Price in game will be 18700 copper.&lt;br /&gt;
&lt;br /&gt;
The toolset does not recommend a value for Base Cost. As far as I can see, the Base Cost of official items is determined by the Item Variation, e.g. Heavy Armour, Longsword 4. So, for reasonable game balance, there's no harm in copying the Base Cost of an official item with the same variation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>BillHoyt</name></author>	</entry>

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