Difference between revisions of "CLA base.xls"
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{{2da column| PlayerClass |int| Determines whether this class can be taken by a player.}} | {{2da column| PlayerClass |int| Determines whether this class can be taken by a player.}} | ||
{{2da column| CharGenLabel| string| }} | {{2da column| CharGenLabel| string| }} | ||
| − | {{2da column| Achievement | string| Required Achievement to unlock this class}} | + | {{2da column| Achievement | string| Required Achievement to unlock this class permanently}} |
{{2da end}} | {{2da end}} | ||
[[Category:2DAs]] | [[Category:2DAs]] | ||
Revision as of 22:10, 27 October 2009
CLA_data worksheet
| 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. |
| Label | string | |
| NameStrref | int | the reference ID number of a string in the string table that has this class' name in it. Use the String Editor to view strings by ID. |
| PluralStrref | int | a string in the string table with the class' name, pluralized |
| LowerStrref | int | |
| DescStrref | int | A short description of the class. |
| TooltipStrref | int | Tooltip text for the class. |
| Icon | resource | Icon used to represent this class in character generation. |
| Constant | string | The name of the constant used in scripts to refer to this class. eg, "CLASS_Warrior". |
| Package | int | |
| BaseHealth | float | |
| bUsesMana | int | 0 sets this class to use stamina for its abilities, 1 sets it to use mana. |
| BaseManaStamina | float | |
| DepletableProgression | float | |
| StrAdjust | float | a bonus this class gets to starting strength attribute |
| ConAdjust | float | a bonus this class gets to starting constitution attribute |
| WillAdjust | float | a bonus this class gets to starting willpower attribute |
| MagAdjust | float | a bonus this class gets to starting magic attribute |
| IntAdjust | float | a bonus this class gets to starting cunning attribute |
| DexAdjust | float | a bonus this class gets to starting dexterity attribute |
| MinLevel | int | The prerequesite level a character must be to take this class. If it's greater than zero, it's an advanced class. Note: this column is a remnant of when specialization classes were included in the base class 2DA; this approach is no longer used. |
| BaseClass | int | For advanced classes, this sets which base class it is an advanced class of. The number here refers to the ID of the row that it's a advanced class for. Note: this column is a remnant of when specialization classes were included in the base class 2DA; this approach is no longer used. |
| BaseAttack | float | |
| BaseDefense | float | |
| DefensePerLevel | float | |
| HealthPerLevel | float | |
| LevelsPerAbility | int | How many levels before gaining an ability. Example. If a 3 is here, it means you get an ability on every level divisible by 3 |
| LevelsPerSkill | int | How many levels before gaining a skill. Example. If a 3 is here, it means you get an ability on every level divisible by 3 |
| DamagePerLevel | float | This was a fudge added to the rule system to diminish the power that Strength's bonus damage had. Basically, this is just added to the base damage bonus of the character. |
| StartingAbility1 | int | This is an index into the ABI 2da. If its valid it will add that ability to the character when you first take a level with the class. This is used for the hidden talent that all classes get. This talent is used in subsequent prereq checks |
| StartingAbility2 | int | This is an index into the ABI 2da. If its valid it will add that ability to the character when you first take a level with the class. |
| PlayerClass | int | Determines whether this class can be taken by a player. |
| CharGenLabel | string | |
| Achievement | string | Required Achievement to unlock this class permanently |