Difference between revisions of "Properties.xls"
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Depletable properties will be updated by their "combat" every 2 seconds and their "non-combat" values every 5 seconds. | Depletable properties will be updated by their "combat" every 2 seconds and their "non-combat" values every 5 seconds. | ||
− | + | ===Properties == | |
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{{2da start|Properties}} | {{2da start|Properties}} | ||
Line 64: | Line 9: | ||
{{2da column|Max|float|Maximum value possible}} | {{2da column|Max|float|Maximum value possible}} | ||
{{2da column|UIMapping|int| | {{2da column|UIMapping|int| | ||
− | *1 | + | * 1 - Base resistances |
− | *2 | + | * 2 - (deprecated) |
− | *3 | + | * 3 - Elemental (%) resistances}} |
{{2da column|NameStrId|int|}} | {{2da column|NameStrId|int|}} | ||
{{2da column|NameLowerStrId|int|}} | {{2da column|NameLowerStrId|int|}} | ||
Line 73: | Line 18: | ||
{{2da column|NonCombatEffect|int|}} | {{2da column|NonCombatEffect|int|}} | ||
{{2da column|CombatEffect|int|}} | {{2da column|CombatEffect|int|}} | ||
− | {{2da column|EngineLink|int|See above}} | + | {{2da column|EngineLink|int|See [[#Remarks]] below: |
+ | * 0 - DerivedDefault: No modification of stats | ||
+ | * 1 - DerivedAttack: Each point of STR and DEX above 10 adds 0.5 attack | ||
+ | * 2 - DerivedDefense: Each point of DEX above 10 adds 1.0 defence | ||
+ | * 3 - DerivedArmor: No special interaction | ||
+ | * 4 - DerivedAP: Each point of CUN above 10 adds (1/7) points of AP | ||
+ | * 5 - DerivedSpellPower: Each point of MAG above 10 adds 1.0 Spellpower | ||
+ | * 6 - DerivedHealth: Each point of CON above 10 adds 5 points of health | ||
+ | * 7 - DerivedManaStamina: Each point of WIL above 10 adds 5 points of Mana/Stamina | ||
+ | * 8 - DerivedResistanceMental: Each mental attribute point above 10 adds 0.5 Mental Resistance | ||
+ | * 9 - DerivedResistancePhysical: Each physical attribute above 10 adds 0.5 Physical Resistance}} | ||
{{2da column|ToolsetName|string|}} | {{2da column|ToolsetName|string|}} | ||
{{2da column|bShowInToolset|int|}} | {{2da column|bShowInToolset|int|}} | ||
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{{2da column|Precision|int|Number of digits to display after the decimal place.}} | {{2da column|Precision|int|Number of digits to display after the decimal place.}} | ||
{{2da end}} | {{2da end}} | ||
+ | |||
+ | == HeroicStats == | ||
{{2da start|HeroicStats}} | {{2da start|HeroicStats}} | ||
Line 98: | Line 55: | ||
{{2da column|SortOrder|int|Sorts ascending, negative values allowed}} | {{2da column|SortOrder|int|Sorts ascending, negative values allowed}} | ||
{{2da end}} | {{2da end}} | ||
+ | |||
+ | == HeroicPartyStats == | ||
{{2da start|HeroicPartyStats}} | {{2da start|HeroicPartyStats}} | ||
Line 116: | Line 75: | ||
{{2da column|SortOrder|int|Sorts ascending, negative values allowed}} | {{2da column|SortOrder|int|Sorts ascending, negative values allowed}} | ||
{{2da end}} | {{2da end}} | ||
+ | |||
+ | == Remarks == | ||
+ | |||
+ | Relevant Eclipse engine code for the '''EngineLink''' column: | ||
+ | |||
+ | <cpp> | ||
+ | // DerivedDefault: No modification of stats | ||
+ | return 0; | ||
+ | |||
+ | // DerivedAttack: Each point of STR and DEX above 10 adds 0.5 attack | ||
+ | return (FLOAT32) (max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_STRENGTH) - 10) / 2.0 , 0.0) + | ||
+ | max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY) - 10) / 2.0 , 0.0)); | ||
+ | |||
+ | // DerivedDefense: Each point of DEX above 10 adds 1.0 defence | ||
+ | return (FLOAT32) max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY) - 10), 0.0); | ||
+ | |||
+ | // DerivedArmor: No special interaction | ||
+ | return 0; | ||
+ | |||
+ | // 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; | ||
+ | |||
+ | // DerivedSpellPower: Each point of MAG above 10 adds 1.0 Spellpower | ||
+ | return (FLOAT32) max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_MAGIC) - 10), 0.0); | ||
+ | |||
+ | // DerivedHealth: Each point of CON above 10 adds 5 points of health | ||
+ | return (FLOAT32) max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CONSTITUTION) - 10), 0.0) * 5; | ||
+ | |||
+ | // 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; | ||
+ | |||
+ | // 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)) / 2.0; | ||
+ | |||
+ | // 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)) / 2.0; | ||
+ | </cpp> | ||
+ | |||
[[Category:XLS files]] | [[Category:XLS files]] |
Revision as of 21:29, 23 November 2014
Depletable properties will be updated by their "combat" every 2 seconds and their "non-combat" values every 5 seconds.
=Properties
Column | Type | Description |
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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 #Remarks below:
|
ToolsetName | string | |
bShowInToolset | int | |
Constant | comment | |
bShowInPartyPicker | int | |
Precision | int | Number of digits to display after the decimal place. |
HeroicStats
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 |
HeroicPartyStats
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 |
Remarks
Relevant Eclipse engine code for the EngineLink column:
<cpp> // DerivedDefault: No modification of stats return 0;
// DerivedAttack: Each point of STR and DEX above 10 adds 0.5 attack return (FLOAT32) (max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_STRENGTH) - 10) / 2.0 , 0.0) +
max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY) - 10) / 2.0 , 0.0));
// DerivedDefense: Each point of DEX above 10 adds 1.0 defence return (FLOAT32) max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY) - 10), 0.0);
// DerivedArmor: No special interaction return 0;
// 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;
// DerivedSpellPower: Each point of MAG above 10 adds 1.0 Spellpower return (FLOAT32) max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_MAGIC) - 10), 0.0);
// DerivedHealth: Each point of CON above 10 adds 5 points of health return (FLOAT32) max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CONSTITUTION) - 10), 0.0) * 5;
// 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;
// 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)) / 2.0;
// 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)) / 2.0;
</cpp>