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.
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The [[Properties.xls]] file contains the [[2da]] files that define the core properties and trackable statistics for the game.
  
== Properties ==
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The workbook contains the following worksheets:
 
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{{2da start|Properties}}
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{{2da column|Stat|string|Human Readable statname. Spaces are not allowed in these strings}}
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{{2da column|Type|string|SIMPLE, ATTRIBUTE, DEPLETABLE}}
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{{2da column|Min|float|Minimum value possible}}
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{{2da column|Max|float|Maximum value possible}}
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{{2da column|UIMapping|int|
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* 1 - Base resistances
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* 2 - (deprecated)
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* 3 - Elemental (%) resistances}}
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{{2da column|NameStrId|int|}}
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{{2da column|NameLowerStrId|int|}}
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{{2da column|DescStrId|int|}}
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{{2da column|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}}
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{{2da column|NonCombatEffect|int|}}
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{{2da column|CombatEffect|int|}}
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{{2da column|EngineLink|int|See [[#Remarks]] below:
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* 0 - DerivedDefault: No modification of stats
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* 1 - DerivedAttack: Each point of STR and DEX above 10 adds 0.5 attack
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* 2 - DerivedDefense: Each point of DEX above 10 adds 1.0 defence
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* 3 - DerivedArmor: No special interaction
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* 4 - DerivedAP: Each point of CUN above 10 adds (1/7) points of AP
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* 5 - DerivedSpellPower: Each point of MAG above 10 adds 1.0 Spellpower
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* 6 - DerivedHealth: Each point of CON above 10 adds 5 points of health
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* 7 - DerivedManaStamina: Each point of WIL above 10 adds 5 points of Mana/Stamina
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* 8 - DerivedResistanceMental: Each mental attribute point above 10 adds 0.5 Mental Resistance
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* 9 - DerivedResistancePhysical: Each physical attribute above 10 adds 0.5 Physical Resistance}}
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{{2da column|ToolsetName|string|}}
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{{2da column|bShowInToolset|int|}}
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{{2da column|Constant|comment|}}
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{{2da column|bShowInPartyPicker|int|}}
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{{2da column|Precision|int|Number of digits to display after the decimal place.}}
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{{2da end}}
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== HeroicStats ==
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{{2da start|HeroicStats}}
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{{2da column|Stat|string|Human Readable statname. Spaces are not allowed in these strings}}
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{{2da column|Type|string|SIMPLE, ATTRIBUTE, DEPLETABLE}}
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{{2da column|Min|float|Minimum value possible}}
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{{2da column|Max|float|Maximum value possible}}
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{{2da column|UIMapping|int|}}
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{{2da column|NameStrId|int|}}
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{{2da column|DescStrId|int|}}
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{{2da column|NonCombatEffect|int|}}
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{{2da column|CombatEffect|int|}}
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{{2da column|EngineLink|int|See above}}
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{{2da column|ToolsetName|string|}}
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{{2da column|bShowInToolset|int|}}
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{{2da column|Constant|comment|}}
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{{2da column|bShowInPartyPicker|int|}}
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{{2da column|SortOrder|int|Sorts ascending, negative values allowed}}
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{{2da end}}
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== HeroicPartyStats ==
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{{2da start|HeroicPartyStats}}
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{{2da column|Stat|string|Human Readable statname}}
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{{2da column|Type|string|SIMPLE, ATTRIBUTE, DEPLETABLE}}
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{{2da column|Min|float|Minimum value possible}}
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{{2da column|Max|float|Maximum value possible}}
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{{2da column|UIMapping|int|}}
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{{2da column|NameStrId|int|}}
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{{2da column|DescStrId|int|}}
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{{2da column|NonCombatEffect|int|}}
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{{2da column|CombatEffect|int|}}
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{{2da column|EngineLink|int|See above}}
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{{2da column|ToolsetName|string|}}
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{{2da column|bShowInToolset|int|}}
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{{2da column|Constant|comment|}}
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{{2da column|bShowInPartyPicker|int|}}
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{{2da column|SortOrder|int|Sorts ascending, negative values allowed}}
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{{2da end}}
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== Remarks ==
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Relevant Eclipse engine code for the '''EngineLink''' column:
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<cpp>
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// DerivedDefault: No modification of stats
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return 0;
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// DerivedAttack: Each point of STR and DEX above 10 adds 0.5 attack
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return (FLOAT32) (max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_STRENGTH)    - 10) / 2.0 , 0.0) +
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                  max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY)  - 10) / 2.0 , 0.0));
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// DerivedDefense: Each point of DEX above 10 adds 1.0 defence
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return (FLOAT32) max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY)    - 10), 0.0);
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// DerivedArmor: No special interaction
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return 0;
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// DerivedAP: Each point of CUN above 10 adds (1/7) points of AP
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return (FLOAT32) max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CUNNING)      - 10), 0.0) / 7;
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// DerivedSpellPower: Each point of MAG above 10 adds 1.0 Spellpower
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return (FLOAT32) max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_MAGIC)        - 10), 0.0);
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// DerivedHealth: Each point of CON above 10 adds 5 points of health
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return (FLOAT32) max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CONSTITUTION) - 10), 0.0) * 5;
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// DerivedManaStamina: Each point of WIL above 10 adds 5 points of Mana/Stamina
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return (FLOAT32) max((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_WILLPOWER)    - 10), 0.0) * 5;
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// DerivedResistanceMental: Each mental attribute point above 10 adds 0.5 Mental Resistance
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return (FLOAT32)    ((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_MAGIC)        - 10) +
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                    (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_WILLPOWER)    - 10) +
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                    (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_INTELLIGENCE) - 10)) / 2.0;         
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// DerivedResistancePhysical: Each physical attribute above 10 adds 0.5 Physical Resistance
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return (FLOAT32)  ((cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_STRENGTH)      - 10) +
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                    (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_CONSTITUTION)  - 10) +
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                    (cPropertiesList.GetValue(PROPERTY_ATTRIBUTE_DEXTERITY)    - 10)) / 2.0;         
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</cpp>
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* [[Properties 2da|Properties]]
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* [[HeroicStats 2da|HeroicStats]]
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* [[HeroicPartyStats 2da|HeroicPartyStats]]
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* _readme
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* _Constants
  
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[[Category:Properties]]
 
[[Category:XLS files]]
 
[[Category:XLS files]]
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{{Languages}}

Latest revision as of 18:22, 3 April 2016

The Properties.xls file contains the 2da files that define the core properties and trackable statistics for the game.

The workbook contains the following worksheets:


Language: English