Talk:Item

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Revision as of 17:32, 15 February 2010 by FollowTheGourd (Talk | contribs) (Added TOC)

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Item Tiers and Rewards

Maybe you can piece this together from the 2DA sections, but I don't think it's as straightforward as it could be. I'm still not 100% sure how the game assigns a tier to an item, either.

From what I can tell so far, TS_System.xls:TS_Material determines how items are scaled in sys_rewards_h.nss and sys_treasure_h.nss. If the item isn't flagged as unique, then we calculate the column to use in the TS_Material GDA by ((nLevel - 1) / 3) + 1, where nLevel is the hero's level clamped between 1 and 45, inclusive.

E.g., take gen_im_wep_gsw_gsw (Greatsword). It has a material progression of "Weapon, All Metal". ID 43 in TS_System.xls:TS_Material. The material column to use when scaling the item depends on the hero's level. Say the hero is level 15, then ((15 - 1) / 3) + 1 = 5 and so the Material5 column is used [need to confirm].

Row ID 43 by column Material5 has the value 44 in its cell. Looking that up in rules/materialtypes.xls:materialtypes, you can see it's referencing "Weapon, Red Steel", which in turn references material 5 from rules/materialtypes.xls:materialrules, which is "Red Steel".

--FollowTheGourd 16:31, 15 February 2010 (UTC)

Plot and Indestructable Items

The Plot Items and Indestructible Items sections appear to be talking about essentially the same thing. Moreover in the toolset items only have a Plot Item property (unless I'm missing something) and where possible the terminology should be consistent. Unfortunately there also appears to be some overlap between the IsPlot, IsItemIndestructible and IsItemIrremovable functions. - Sunjammer 11:59, 27 September 2009 (UTC)