CLA 2da

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The CLA_ 2da defines the available Player and NPC classes and specializations.

This 2da is defined as an m2da in the M2DA_base 2da and has an ID of 3. It can be extended by m2da fragments which have names starting with CLA_. It can be referenced in scripting using the TABLE_RULES_CLASSES constant defined in 2da_constants_h.

Structure

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.
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.
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

Remarks

The Label column is the name used by the Toolset in the Creature editor to populate the list of classes available in the Class property.