Guitype.xls
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Revision as of 06:23, 16 November 2009 by Imgettingpissedoff (Talk | contribs) (Created page with '{{2da start|GUI Types}} {{2da column|Label|string|Quick, one or two word, description of what gui type this falls under.}} {{2da column|StringID|int|Reference to which entry in t...')
| 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 | Quick, one or two word, description of what gui type this falls under. |
| StringID | int | Reference to which entry in the talk table is used when displayed. |
| Ability | int | Ability that needs to be present on the character for this uitype to be rendered. |
| ProgressBar | int | 0-1. Whether or not to show the progress bar on the UI. |
| CombatTraining | int | 0-1. Whether or not this ability requires combat training. |
| SpecialGraphic | int | 0-1. Does this ability type use a special graphic for display purposes? |
| TintColor | string | Hexidecimal formated string representing the tint color to use. |
| Orphanage | bool | 0-1. ??? |
| Flags | int | 0-1. A 1 means it is a humanoid ability so something like a wolf cannot use it. Archery, Dual Wield, Weapon and Shield and Two Handed use this. |
| BlendTree | string | ???? |