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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
  • The [[APR_ 2da]] defines the different appearances available for the Player, non-player ch The [[2da]] is defined as an [[m2da]] in the [[M2DA_base 2da]] and has an '''ID''' of '''2'''. It can be extended by m2da fragments whic
    11 KB (1,763 words) - 20:54, 22 February 2022
  • 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
  • *[MODELTYPE] as defined with [[2DA|2DAs]]. Typically a short name describing the Model ie. Wolf. See: [[ItemVa *[MODELSUBTYPE] is optional as defined with [[2DA|2DAs]]. Typically a short name describing different Variations of a Model.
    10 KB (1,636 words) - 11:18, 10 September 2022
  • ...assumes you know how to create a [[creature]]; [[Compiling_2DAs|compile a 2DA]] and are comfortable with basic [[scripting]]. ...ower must be '''12 or higher'''. 11 is the highest value used in the base 2DA. 12 is fine for standalone modules, add-ins will probably want to use an a
    11 KB (1,673 words) - 23:19, 27 October 2014
  • 986 - wipe eyes ...те в папку «Папка установки Dragon Age\tools\Source\2DA». Здесь вы найдёте файлы типа ALCharacter.xls (та
    63 KB (4,247 words) - 03:04, 14 October 2011