Difference between revisions of "Properties.xls"

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m (Creating a Remarks section for Georg's engine information)
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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.
  
EngineLink:
+
===Properties ==
* 00 - DerivedDefault : No modification of stats
+
<dascript>
+
  return 0; // Nothing
+
</dascript>
+
 
+
* 01 - DerivedAttack: Each point of STR and DEX above 10 adds + 0.5 attack
+
<dascript>
+
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));
+
</dascript>
+
 
+
* 02 - DerivedDefense: Each point of DEX above 10 adds +1.0 defense
+
<dascript>
+
  return (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}}
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{{2da column|Max|float|Maximum value possible}}
 
{{2da column|Max|float|Maximum value possible}}
 
{{2da column|UIMapping|int|
 
{{2da column|UIMapping|int|
*1: Base resistances
+
* 1 - Base resistances
*2: Deprecated
+
* 2 - (deprecated)
*3: Elemental (%) resistances}}
+
* 3 - Elemental (%) resistances}}
 
{{2da column|NameStrId|int|}}
 
{{2da column|NameStrId|int|}}
 
{{2da column|NameLowerStrId|int|}}
 
{{2da column|NameLowerStrId|int|}}
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{{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}}
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{{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}}
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{{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
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
  • 1 - Base resistances
  • 2 - (deprecated)
  • 3 - Elemental (%) resistances
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:
  • 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
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>