Difference between revisions of "CLA base.xls"

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(imported from extranet)
 
(updating to current 2da, formatting, adding types)
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== CLA_data worksheet ==
 
== CLA_data worksheet ==
  
* ID
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{{2da start}}
* Label
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{{2da column| Label | string | }}
* NameStrref - 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.
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{{2da column| 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 - a string in the string table with the class' name, pluralized
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{{2da column| PluralStrref | int | a string in the string table with the class' name, pluralized}}
* LowerStrref - !!a lower-case version of NameStrref? Doesn't appear to be used.!!
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{{2da column| LowerStrref | int | }}
* DescStrref - A short description of the class.
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{{2da column| DescStrref| int | A short description of the class.}}
* TooltipStrref - Tooltip text for the class.
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{{2da column| TooltipStrref |int| Tooltip text for the class.}}
* Icon - Icon used to represent this class in character generation.
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{{2da column| Icon | resource | Icon used to represent this class in character generation.}}
* Constant - The name of the constant used in scripts to refer to this class. eg, "CLASS_Warrior".
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{{2da column| Constant | string|  The name of the constant used in scripts to refer to this class. eg, "CLASS_Warrior".}}
* Package
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{{2da column| Package | int | }}
* BaseHealth
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{{2da column| BaseHealth | float | }}
* bUsesMana - 0 sets this class to use stamina for its abilities, 1 sets it to use mana.
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{{2da column| bUsesMana |int| 0 sets this class to use stamina for its abilities, 1 sets it to use mana.}}
* BaseManaStamina
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{{2da column| BaseManaStamina | float | }}
* DepletableProgression
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{{2da column| DepletableProgression | float | }}
* StrAdjust - a bonus this class gets to starting strength attribute
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{{2da column| StrAdjust |float| a bonus this class gets to starting strength attribute }}
* ConAdjust - a bonus this class gets to starting constitution attribute
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{{2da column| ConAdjust |float| a bonus this class gets to starting constitution attribute }}
* WillAdjust - a bonus this class gets to starting willpower attribute
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{{2da column| WillAdjust |float| a bonus this class gets to starting willpower attribute }}
* MagAdjust - a bonus this class gets to starting magic attribute
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{{2da column| MagAdjust |float| a bonus this class gets to starting magic attribute }}
* IntAdjust - a bonus this class gets to starting cunning attribute
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{{2da column| IntAdjust |float| a bonus this class gets to starting cunning attribute }}
* DexAdjust - a bonus this class gets to starting dexterity attribute
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{{2da column| DexAdjust |float| a bonus this class gets to starting dexterity attribute }}
* MinLevel - The prerequesite level a character must be to take this class. If it's greater than zero, it's an advanced class.
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{{2da column| 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 - 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.
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{{2da column| 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
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{{2da column| BaseAttack | float | }}
* AttackPerLevel
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{{2da column| BaseDefense | float | }}
* BaseDefense
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{{2da column| DefensePerLevel | float | }}
* DefensePerLevel
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{{2da column| HealthPerLevel | float | }}
* HealthPerLevel
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{{2da column| 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}}
* StartingTalents
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{{2da column| 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}}
* StartingSpells
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{{2da column| 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.}}
* StartingSkills
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{{2da column| 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}}
* LevelsPerAbility - How many levels before gain in an ability. Example: If a 3 is here, it means you get an ability on every level divisible by 3
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{{2da column| 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.}}
* LevelsPerSkill - ow many levels before gain in a skill. Example: If a 3 is here, it means you get an ability on every level divisible by 3
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{{2da column| PlayerClass |int| Determines whether this class can be taken by a player.}}
* PreReqVar
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{{2da column| CharGenLabel| string| }}
* DamagePerLevel
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{{2da column| Achievement | string| Required Achievement to unlock this class}}
* StartingAbility1 - 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
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{{2da end}}
* StartingAbility2 - 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.
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* PlayerClass - Determines whether this class can be taken by a player.
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* CharGenLabel
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[[Category:2DAs]]
 
[[Category:2DAs]]

Revision as of 22:25, 19 July 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