Difference between revisions of "Properties.xls"
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BryanDerksen (Talk | contribs) (Created page with 'Depletable properties will be updated by their "combat" every 2 seconds and their "non-combat" values every 5 seconds. EngineLink: * 00 - DerivedDefault * 01 - DerivedAttack * 0...') |
(Added some information on the hardcoded engine link functionality.) |
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Line 2: | Line 2: | ||
EngineLink: | EngineLink: | ||
− | * 00 - DerivedDefault | + | * 00 - DerivedDefault : No modification of stats |
− | * 01 - DerivedAttack | + | <dascript> |
− | * 02 - DerivedDefense | + | return 0; // Nothing |
− | * 03 - DerivedArmor | + | </dascript> |
− | * 04 - DerivedAP | + | |
− | * 05 - DerivedSpellPower | + | * 01 - DerivedAttack: Each point of STR and DEX above 10 adds + 0.5 attack |
− | * 06 - DerivedHealth | + | <dascript> |
− | * 07 - DerivedManaStamina | + | return (FLOAT32) ( max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_STRENGTH) -10.0f)/2.0f , 0.0) + |
− | * 08 - | + | max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY) -10.0f)/2.0f , 0.0)); |
− | + | </dascript> | |
− | * 10 - | + | |
+ | * 02 - DerivedDefense: Each point of DEX above 10 adds +1.0 defense | ||
+ | <dascript> | ||
+ | FLOAT32 fDexBonus = (FLOAT32) max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY) -10) , 0.0) ; | ||
+ | </dascript> | ||
+ | |||
+ | * 03 - DerivedArmor: No special interaction | ||
+ | <dascript> | ||
+ | return 0; // Nothing | ||
+ | </dascript> | ||
+ | |||
+ | * 04 - DerivedAP: Each point of CUN above 10 adds +(1/7) points of AP | ||
+ | <dascript> | ||
+ | return (FLOAT32) max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CUNNING)-10),0.0)/7; | ||
+ | </dascript> | ||
+ | |||
+ | * 05 - DerivedSpellPower: Each point of MAG above 10 adds +1.0 Spellpower | ||
+ | <dascript> | ||
+ | return (FLOAT32) max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_MAGIC) -10) , 0.0); | ||
+ | </dascript> | ||
+ | |||
+ | * 06 - DerivedHealth: Each point of CON above 10 adds 5 points of health. | ||
+ | <dascript> | ||
+ | return (FLOAT32) max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CONSTITUTION) -10) , 0.0)*5; | ||
+ | </dascript> | ||
+ | |||
+ | * 07 - DerivedManaStamina: Each point of WIL above 10 adds 5 points of Mana/Stamina | ||
+ | <dascript> | ||
+ | return (FLOAT32) max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_WILLPOWER) -10) , 0.0)*5; | ||
+ | </dascript> | ||
+ | |||
+ | * 08 - DerivedResistanceMental: Each mental attribute point above 10 adds 0.5 Mental Resistance. | ||
+ | <dascript> | ||
+ | return (FLOAT32) ( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_MAGIC) -10) + | ||
+ | (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_WILLPOWER) -10) + | ||
+ | (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_INTELLIGENCE)) -10) / 2.0f; | ||
+ | </dascript> | ||
+ | |||
+ | * 09 - DerivedResistancePhysical: Each physical attribute above 10 adds 0.5 Physical Resistance. | ||
+ | <dascript> | ||
+ | return (FLOAT32) ( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_STRENGTH) -10) + | ||
+ | (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CONSTITUTION) -10) + | ||
+ | (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY) -10)) / 2.0f; | ||
+ | </dascript> | ||
+ | |||
{{2da start|Properties}} | {{2da start|Properties}} |
Revision as of 20:39, 27 October 2009
Depletable properties will be updated by their "combat" every 2 seconds and their "non-combat" values every 5 seconds.
EngineLink:
- 00 - DerivedDefault : No modification of stats
return 0; // Nothing
- 01 - DerivedAttack: Each point of STR and DEX above 10 adds + 0.5 attack
return (FLOAT32) ( max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_STRENGTH) -10.0f)/2.0f , 0.0) + max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY) -10.0f)/2.0f , 0.0));
- 02 - DerivedDefense: Each point of DEX above 10 adds +1.0 defense
FLOAT32 fDexBonus = (FLOAT32) max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY) -10) , 0.0) ;
- 03 - DerivedArmor: No special interaction
return 0; // Nothing
- 04 - DerivedAP: Each point of CUN above 10 adds +(1/7) points of AP
return (FLOAT32) max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CUNNING)-10),0.0)/7;
- 05 - DerivedSpellPower: Each point of MAG above 10 adds +1.0 Spellpower
return (FLOAT32) max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_MAGIC) -10) , 0.0);
- 06 - DerivedHealth: Each point of CON above 10 adds 5 points of health.
return (FLOAT32) max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CONSTITUTION) -10) , 0.0)*5;
- 07 - DerivedManaStamina: Each point of WIL above 10 adds 5 points of Mana/Stamina
return (FLOAT32) max( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_WILLPOWER) -10) , 0.0)*5;
- 08 - DerivedResistanceMental: Each mental attribute point above 10 adds 0.5 Mental Resistance.
return (FLOAT32) ( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_MAGIC) -10) + (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_WILLPOWER) -10) + (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_INTELLIGENCE)) -10) / 2.0f;
- 09 - DerivedResistancePhysical: Each physical attribute above 10 adds 0.5 Physical Resistance.
return (FLOAT32) ( (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_STRENGTH) -10) + (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CONSTITUTION) -10) + (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY) -10)) / 2.0f;
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. |
Stat | string | Human Readable statname. Spaces are not allowed in these strings |
Type | string | SIMPLE, ATTRIBUTE, DEPLETABLE |
Min | float | Minimum value possible |
Max | float | Maximum value possible |
UIMapping | int |
|
NameStrId | int | |
NameLowerStrId | int | |
DescStrId | int | |
Desc2StrId | int | Necessary for rows 4 - 9 ONLY. When hovering over the numerical values of the attributes in the character sheet, there should be detailed and technical text written that explains the effects of these stats. Need writing for: Strength, Dexterity, Willpower, Magic, Cunning, Constitution |
NonCombatEffect | int | |
CombatEffect | int | |
EngineLink | int | See above |
ToolsetName | string | |
bShowInToolset | int | |
Constant | comment | |
bShowInPartyPicker | int | |
Precision | int | Number of digits to display after the decimal place. |
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. |
Stat | string | Human Readable statname. Spaces are not allowed in these strings |
Type | string | SIMPLE, ATTRIBUTE, DEPLETABLE |
Min | float | Minimum value possible |
Max | float | Maximum value possible |
UIMapping | int | |
NameStrId | int | |
DescStrId | int | |
NonCombatEffect | int | |
CombatEffect | int | |
EngineLink | int | See above |
ToolsetName | string | |
bShowInToolset | int | |
Constant | comment | |
bShowInPartyPicker | int | |
SortOrder | int | Sorts ascending, negative values allowed |
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. |
Stat | string | Human Readable statname |
Type | string | SIMPLE, ATTRIBUTE, DEPLETABLE |
Min | float | Minimum value possible |
Max | float | Maximum value possible |
UIMapping | int | |
NameStrId | int | |
DescStrId | int | |
NonCombatEffect | int | |
CombatEffect | int | |
EngineLink | int | See above |
ToolsetName | string | |
bShowInToolset | int | |
Constant | comment | |
bShowInPartyPicker | int | |
SortOrder | int | Sorts ascending, negative values allowed |