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  • ...'''2da matrix''' provides a easy way to cross reference information about 2da files provided with [[Core Game Resources]] and [[Single Player]] module. ! 2DA !! XLS !! M2DA Id !! M2DA Name !! TABLE_* Constant
    80 KB (9,468 words) - 18:23, 3 April 2016
  • ...osen - which probably won't be the case unless you've ignored the reserved 2DA range to begin with. ...References must then be made aware of the M2DA_base, instead of the single 2DA."
    16 KB (2,849 words) - 01:27, 5 February 2010
  • ...lid black; background-color:#CFCFA0" rowspan="4" |[[BITM_base.xls]] [[2DA|(2DA)]] ...olid black; background-color:#E0C0C0" rowspan="2" |[[Heraldry.xls]] [[2DA|(2DA)]]
    13 KB (1,980 words) - 07:33, 3 November 2013
  • The [[Properties 2da]] defines core properties for the game. The [[2da]] is defined as an [[m2da]] in the [[M2DA_base 2da]] and has an '''ID''' of '''98'''. It can be extended by m2da fragments wh
    4 KB (528 words) - 18:22, 3 April 2016
  • * Секция "'''Attributes'''"
    19 KB (538 words) - 06:09, 20 June 2012
  • ...out to modify it, if you haven't already. Select the Variable field in the Attributes section and click on the elipses ([[Image:ellipsis.png|link=]]) icon on the Once you have created your script, click on the "script" field of the attributes of the trigger, and then choose your script from the ellipsis ([[Image:elli
    10 KB (1,581 words) - 17:43, 11 March 2012
  • {{inspector section|Attributes}} == waypointtypes 2DA ==
    3 KB (466 words) - 19:56, 8 February 2010
  • To add new appearance types to the game you'll need to edit some [[2DA]]s generated from the [[APR_base.xls]] file. ...u don't want creatures to drop any loot based on the TS (Treasure System) .2DA tables. At -1, nothing should appear on the corpse unless you put it there
    14 KB (2,190 words) - 15:10, 4 July 2010
  • Additionally, just like attributes, the EngineLink field defines some hardcoded behavior in the engine such as ...te that DLC or expansion content may be overriding individual lines in the 2da.
    15 KB (2,137 words) - 13:22, 23 October 2011
  • Additionally, just like attributes, the EngineLink field defines some hardcoded behavior in the engine such a ...e that DLC or expansion content may be overriding individual lines in the 2da.
    15 KB (2,138 words) - 13:29, 23 October 2011
  • ...s what you'll need (all paths relative to "[installdirectory]\tools\Source\2DA\"): If you read the document on this 2DA, you'll understand what this means. If not, go read it. Also, you're probab
    8 KB (1,379 words) - 14:06, 23 February 2012
  • ...and disarm properties are set on the placeable properties and pick from a 2da. The granularity for these difficulties ranges from 'Auto Success' to 'Near The actual difficulty for the player will depend on his skill level, attributes and a number of other factors.
    10 KB (1,534 words) - 00:10, 9 March 2012
  • ...k] || A GUI tool for designing character builds. See what your character's attributes, skills, and talents/spells will look like at level 20 and beyond! || [http ...6/ codepoetz] || A collection of handy small tools for builders, including 2DA managers, resource browsers, and database tools. || [http://social.bioware.
    58 KB (8,268 words) - 19:25, 2 March 2014