<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://www.datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Betah</id>
		<title>Dragon Age Toolset Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://www.datoolset.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Betah"/>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/wiki/Special:Contributions/Betah"/>
		<updated>2026-10-14T07:13:26Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.25.6</generator>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Item&amp;diff=9679</id>
		<title>Item</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Item&amp;diff=9679"/>
				<updated>2010-01-15T21:28:31Z</updated>
		
		<summary type="html">&lt;p&gt;Betah: Changed BITM_base.xls and Materialtypes.xls links to jump to relevant worksheets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An item is a game object that can be picked up or equipped by a creature. Dragon Age will have many items. As the player gains levels he or she will encounter progressively more powerful items. Through the use of material types (unique models and/or color variation) we will scale our items so that we have a greater range of item diversity than in our previous games.&lt;br /&gt;
&lt;br /&gt;
Items are grouped into types called &amp;quot;Base Item Types&amp;quot;.  The item's base type determines how it can be used and what its basic properties are.&lt;br /&gt;
&lt;br /&gt;
Some examples of base item types are:&lt;br /&gt;
* Sword&lt;br /&gt;
* Bow&lt;br /&gt;
* Arrows&lt;br /&gt;
* Helmet&lt;br /&gt;
* Potion&lt;br /&gt;
&lt;br /&gt;
Weapon and armour items get their basic ratings from their base item type.  This is further modified by the material type of the item (i.e., high steel sword vs. low steel sword) and other item properties on them.&lt;br /&gt;
&lt;br /&gt;
Unlike in Neverwinter Nights, items can't be placed on the floor. They can only be stored in an inventory of some kind.&lt;br /&gt;
&lt;br /&gt;
==== Item Attributes ====&lt;br /&gt;
&lt;br /&gt;
Item's attributes are determined in part by their base type and can be customized further in the toolset.  They can be further modified in the game by applying item properties.&lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
&lt;br /&gt;
An item's appearance will be determined by their base type and an appearance field.  A base item 2da and an item appearances 2da controls the different appearances for each base type.  The number of appearance variations for each base type will vary.  Visual effect item properties can be applied later to further modify the appearance of the item (flame effects, etc…)&lt;br /&gt;
&lt;br /&gt;
==== Icons ====&lt;br /&gt;
&lt;br /&gt;
Each item's icon has a width and height.  This size corresponds roughly to the size of the item in the world, so small potions will have a small icon and large suits of armour will take up more space.&lt;br /&gt;
&lt;br /&gt;
We don't track the weight of items because of the shared party inventory.  Some items will have properties on them that will require the creature to have certain minimum attributes to equip them though.  This will simulate particularly heavy armour or weapons.&lt;br /&gt;
&lt;br /&gt;
==== Stacks ====&lt;br /&gt;
&lt;br /&gt;
Each item can have a stack size on them.  This means that the item actually represents a pile of identical items.  Stacks can be split into new items or merged to destroy old ones.  Only items that have identical types and properties can be merged into stacks.&lt;br /&gt;
&lt;br /&gt;
==== Cost ====&lt;br /&gt;
&lt;br /&gt;
An item's cost will be set in a field by either the toolset or the scripting language. There won't be any automatic cost calculation done.&lt;br /&gt;
&lt;br /&gt;
==== Plot Items ====&lt;br /&gt;
&lt;br /&gt;
Some items will be flagged as &amp;quot;plot&amp;quot; items.  This means the item is important to some plot in the game and should be treated differently.  When the player picks up one of these items they will appear on a special plot page in their inventory.  Plot items can’t be sold in stores or destroyed through normal game-play.  &lt;br /&gt;
&lt;br /&gt;
==== Indestructible items ====&lt;br /&gt;
&lt;br /&gt;
These are items that are needed for the plot, but can still be used or equipped by the player. The use of this flag is very restricted and it should be used only when no other solution will work. Items with this flag can not be destroyed, sold or given to another character to equip.&lt;br /&gt;
&lt;br /&gt;
==== Item Scripts ====&lt;br /&gt;
&lt;br /&gt;
Items will have AI scripts associated with them like any other game object (the script is attached to the item).  They will receive and process events in much the same way (acquire, lose, equip, unequip, etc…)&lt;br /&gt;
&lt;br /&gt;
==== Item Equipping ====&lt;br /&gt;
&lt;br /&gt;
All base item types are limited by attribute Strength (except wands which are Magic limited). An item cannot be equipped unless its base item attribute requirements are met. The reasons why an item cannot be equipped will be clearly indicated by the GUI. &lt;br /&gt;
Almost all items can be equipped and unequipped by a player during combat. The only exception is armor. Armor cannot be equipped or unequipped if the character is within sight of an enemy creature. &lt;br /&gt;
&lt;br /&gt;
==== Dropping Items ====&lt;br /&gt;
&lt;br /&gt;
* Players will not be allowed to drop items into the world or into containers by default. Specific containers can be set to accept items.&lt;br /&gt;
* If a creature dies the items are dropped into a bodybag&lt;br /&gt;
&lt;br /&gt;
==== Item Scaling ====&lt;br /&gt;
&lt;br /&gt;
The item system needs to be very robust, allowing for a wide diversity of item types, item appearances within a type, and rules scaling. Material types are the primary mechanism for item scaling... i.e., we won't randomize the type of item in many cases (flaming sword) but we will randomize its material type (low steel flaming sword vs. high steel flaming sword)&lt;br /&gt;
&lt;br /&gt;
==== Activated Items ====&lt;br /&gt;
&lt;br /&gt;
Each item can have a single default action. This is entered by picking an ability of type &amp;quot;Item Ability&amp;quot; from the abilities table which defines its icon, script, description and targetting behaviour. Items that can be used go into a special equip slot. All other item types (weapons, armor, et cetera) cannot have a custom item use.&lt;br /&gt;
The number of uses for this ability will be decided by the script which will destroy the item when appropriate. &lt;br /&gt;
* there are no uses per day type items. All items only have &amp;quot;number of uses&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Descriptions ====&lt;br /&gt;
&lt;br /&gt;
Item descriptions will be primarily autogenerated with stat information.&lt;br /&gt;
There will also be a text description but few items will have descriptions written for them. A subset list of all the items (the really powerful ones, crafting items, and plot items) will be the only ones with descriptions.&lt;br /&gt;
&lt;br /&gt;
==== Further Details ====&lt;br /&gt;
&lt;br /&gt;
* Equippable Items&lt;br /&gt;
** Melee Weapons&lt;br /&gt;
*** Some weapons are one handed, can be used with a shield&lt;br /&gt;
*** Some weapons are two handed&lt;br /&gt;
*** Daggers and Longswords can be dual wielded&lt;br /&gt;
** Ranged Weapons&lt;br /&gt;
*** Can use special ammunition, if you have it. Otherwise they can fire a &amp;quot;default&amp;quot; ammo type.&lt;br /&gt;
** Shields&lt;br /&gt;
** Paperdoll items (i.e., helmets, gloves, et cetera)&lt;br /&gt;
* Unequipped items&lt;br /&gt;
** There are a large variety of items that cannot be equipped on the ingame avatar. Some of these can be placed on the quickbar (i.e., potions) if they have activated item abilities&lt;br /&gt;
* Items can be upgraded (i.e., adding fire damage to a sword).&lt;br /&gt;
* Items can be crafted from other item parts&lt;br /&gt;
* Items can have Item properties&lt;br /&gt;
&lt;br /&gt;
==== Tools ==== &lt;br /&gt;
&lt;br /&gt;
Items are created in the Designer Toolset using the Object Inspector Editor.  Once created, item can be given as inventory to creatures and placeables.  Once placed, both the creature/placeable and the item must be exported in order to be viewed in the game.  Exporting happens automatically or can be done manually by the designer during testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Inventory slots ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Slot ||  Item type ||  Visible on avatar?&lt;br /&gt;
|-&lt;br /&gt;
|  Right Hand ||  Weapons ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Left Hand ||  Weapons, Shields ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Head ||  Helmet ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Chest ||  Armor, Clothing ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Waist || Belt, Girdle ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Quick Items ||  Useable Items ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Right Fingers || Ring ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Left Fingers || Ring ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Feet || Boots ||  Yes  &lt;br /&gt;
|-&lt;br /&gt;
|  Neck || Amulets ||  No  &lt;br /&gt;
|-&lt;br /&gt;
|  Hands ||  Gloves ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Inventory - Normal ||  Backpack Items ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Inventory - Plot ||  Plot Items ||  No &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Properties ==&lt;br /&gt;
&lt;br /&gt;
See [[Item properties]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Item Abilities ==&lt;br /&gt;
&lt;br /&gt;
Item Abilities are activated abilities on items (for example, a potion with the activated ability Healing is a Potion of Healing). An item can only have one item ability. This item ability is assigned in the toolset.&lt;br /&gt;
They are not item properties.&lt;br /&gt;
&lt;br /&gt;
=== Detailed Description ===&lt;br /&gt;
&lt;br /&gt;
Item abilities cannot be placed on equippable items.&lt;br /&gt;
&lt;br /&gt;
Item abilities are activated by right-clicking or double-clicking the item or from using the item from the quickbar&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
{{variable table start}}&lt;br /&gt;
{{variable table row|APP_ITEM_MOTIVATION | int |0| }}&lt;br /&gt;
{{variable table row|ITEM_CODEX_FLAG | int |-1| when != -1, this will be the codex plot flag to set for this item when acquired. The plot name is the tag of the item}}&lt;br /&gt;
{{variable table row|ITEM_COUNTER_1 to 2 | int |0| }}&lt;br /&gt;
{{variable table row|ITEM_CRUST | int |0| }}&lt;br /&gt;
{{variable table row|ITEM_DO_ONCE_A and B | int |0| }}&lt;br /&gt;
{{variable table row|ITEM_SEND_ACQUIRED_EVENT | int |0| When true, [[EVENT_TYPE_CAMPAIGN_ITEM_ACQUIRED]] is sent to the module's event script when the item is aquired. }}&lt;br /&gt;
{{variable table row|ITEM_SET | int |-1| Certain items will give a bonus when equipped with other members of the same set (as identified by this integer).}}&lt;br /&gt;
{{variable table row|ITEM_SPECIALIZATION_FLAG| int|0|For items that unlock a class specialisation this must match an ID from Achievements.xls, ITEM_SEND_ACQUIRED_EVENT must also be set.}}&lt;br /&gt;
{{variable table row|ITEM_SEND_LOST_EVENT| int| 0 | }}&lt;br /&gt;
{{variable table row|PROJECTILE_OVERRIDE|int|0|Used to change the default projectile for Mage Staves, values must match an ID from [[PRJ_base.xls|PRJ_base.xls]] (typically 125-129).}}&lt;br /&gt;
{{variable table row|ITEM_RUNE_ENABLED|int|0|When true, items may have a number of rune slots, dependant on the relevant RuneCount values in [[BITM_base.xls#BITM_base_worksheet|BITM_base.xls]] and [[Materialtypes.xls#materialtypes|Materialtypes.xls]] }}&lt;br /&gt;
{{variable table end}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Activated Ability| Action happening on a specific event related to the item (hit with weapon, being hit on armor, etc.)}}&lt;br /&gt;
{{inspector row|Base Item Type| The inventory type of the item. Also gives the base appearance type for the item. }}&lt;br /&gt;
{{inspector row|Comments| General information about the item }}&lt;br /&gt;
{{inspector row|Crafting Recipe Type| The type of recipe this is. From recipes 2da. }}&lt;br /&gt;
{{inspector row|Description|  }}&lt;br /&gt;
{{inspector row|DescriptionRequiresReTranslation|  }}&lt;br /&gt;
{{inspector row|Heraldry|  }}&lt;br /&gt;
{{inspector row|Icon|  }}&lt;br /&gt;
{{inspector row|Item Variation| An appearance variation based on the base item type. }}&lt;br /&gt;
{{inspector row|MaterialProgression|  }}&lt;br /&gt;
{{inspector row|MaterialType|  }}&lt;br /&gt;
{{inspector row|Name|  }}&lt;br /&gt;
{{inspector row|NameRequiresReTranslation|  }}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource}}&lt;br /&gt;
{{inspector row|Tag| A non-unique string identifier used mostly by scripts and other resources to refer to this resource. }}&lt;br /&gt;
{{inspector row|Tint Override|  }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Attributes}}&lt;br /&gt;
{{inspector row|Body Tint| Affects the appearance of item wearer. Typically used to customize the Dog's warpaint. }}&lt;br /&gt;
{{inspector row|Body Tint Mask| Affects the appearance of item wearer. Typically used to customize the Dog's warpaint. }}&lt;br /&gt;
{{inspector row|Cost| Base money value of the item. }}&lt;br /&gt;
{{inspector row|Damaged|  }}&lt;br /&gt;
{{inspector row|Item Properties| Allows selecting one or more item properties for the item. Item Properties are any special power, effects, or stat variations beyond the basic item attributes. Properties also includes restrictions by class, race, etc. }}&lt;br /&gt;
{{inspector row|OnHit Effect|  }}&lt;br /&gt;
{{inspector row|OnHit Power|  }}&lt;br /&gt;
{{inspector row|Plot Item| A plot item can not be destroyed or removed from inventory by the player once the player has acquired it. Plot items can only be removed via scripts written by the designer.}}&lt;br /&gt;
{{inspector row|Script| Event script assigned to the resource }}&lt;br /&gt;
{{inspector row|Unique|  }}&lt;br /&gt;
{{inspector row|Variable 2da| 2da file containing a variable table. Only the values in the table can be set and retrieved by scripting. }}&lt;br /&gt;
{{inspector row|Variables| Opens the variable table for editing, allows the initial values of the variables to be defined.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Model Appearance (R/O)}}&lt;br /&gt;
{{inspector row|Model Appearance|  }}&lt;br /&gt;
{{inspector row|Model Gender|  }}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Betah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Item&amp;diff=9678</id>
		<title>Item</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Item&amp;diff=9678"/>
				<updated>2010-01-15T21:19:07Z</updated>
		
		<summary type="html">&lt;p&gt;Betah: Made ITEM_RUNE_ENABLED entry more useful.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An item is a game object that can be picked up or equipped by a creature. Dragon Age will have many items. As the player gains levels he or she will encounter progressively more powerful items. Through the use of material types (unique models and/or color variation) we will scale our items so that we have a greater range of item diversity than in our previous games.&lt;br /&gt;
&lt;br /&gt;
Items are grouped into types called &amp;quot;Base Item Types&amp;quot;.  The item's base type determines how it can be used and what its basic properties are.&lt;br /&gt;
&lt;br /&gt;
Some examples of base item types are:&lt;br /&gt;
* Sword&lt;br /&gt;
* Bow&lt;br /&gt;
* Arrows&lt;br /&gt;
* Helmet&lt;br /&gt;
* Potion&lt;br /&gt;
&lt;br /&gt;
Weapon and armour items get their basic ratings from their base item type.  This is further modified by the material type of the item (i.e., high steel sword vs. low steel sword) and other item properties on them.&lt;br /&gt;
&lt;br /&gt;
Unlike in Neverwinter Nights, items can't be placed on the floor. They can only be stored in an inventory of some kind.&lt;br /&gt;
&lt;br /&gt;
==== Item Attributes ====&lt;br /&gt;
&lt;br /&gt;
Item's attributes are determined in part by their base type and can be customized further in the toolset.  They can be further modified in the game by applying item properties.&lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
&lt;br /&gt;
An item's appearance will be determined by their base type and an appearance field.  A base item 2da and an item appearances 2da controls the different appearances for each base type.  The number of appearance variations for each base type will vary.  Visual effect item properties can be applied later to further modify the appearance of the item (flame effects, etc…)&lt;br /&gt;
&lt;br /&gt;
==== Icons ====&lt;br /&gt;
&lt;br /&gt;
Each item's icon has a width and height.  This size corresponds roughly to the size of the item in the world, so small potions will have a small icon and large suits of armour will take up more space.&lt;br /&gt;
&lt;br /&gt;
We don't track the weight of items because of the shared party inventory.  Some items will have properties on them that will require the creature to have certain minimum attributes to equip them though.  This will simulate particularly heavy armour or weapons.&lt;br /&gt;
&lt;br /&gt;
==== Stacks ====&lt;br /&gt;
&lt;br /&gt;
Each item can have a stack size on them.  This means that the item actually represents a pile of identical items.  Stacks can be split into new items or merged to destroy old ones.  Only items that have identical types and properties can be merged into stacks.&lt;br /&gt;
&lt;br /&gt;
==== Cost ====&lt;br /&gt;
&lt;br /&gt;
An item's cost will be set in a field by either the toolset or the scripting language. There won't be any automatic cost calculation done.&lt;br /&gt;
&lt;br /&gt;
==== Plot Items ====&lt;br /&gt;
&lt;br /&gt;
Some items will be flagged as &amp;quot;plot&amp;quot; items.  This means the item is important to some plot in the game and should be treated differently.  When the player picks up one of these items they will appear on a special plot page in their inventory.  Plot items can’t be sold in stores or destroyed through normal game-play.  &lt;br /&gt;
&lt;br /&gt;
==== Indestructible items ====&lt;br /&gt;
&lt;br /&gt;
These are items that are needed for the plot, but can still be used or equipped by the player. The use of this flag is very restricted and it should be used only when no other solution will work. Items with this flag can not be destroyed, sold or given to another character to equip.&lt;br /&gt;
&lt;br /&gt;
==== Item Scripts ====&lt;br /&gt;
&lt;br /&gt;
Items will have AI scripts associated with them like any other game object (the script is attached to the item).  They will receive and process events in much the same way (acquire, lose, equip, unequip, etc…)&lt;br /&gt;
&lt;br /&gt;
==== Item Equipping ====&lt;br /&gt;
&lt;br /&gt;
All base item types are limited by attribute Strength (except wands which are Magic limited). An item cannot be equipped unless its base item attribute requirements are met. The reasons why an item cannot be equipped will be clearly indicated by the GUI. &lt;br /&gt;
Almost all items can be equipped and unequipped by a player during combat. The only exception is armor. Armor cannot be equipped or unequipped if the character is within sight of an enemy creature. &lt;br /&gt;
&lt;br /&gt;
==== Dropping Items ====&lt;br /&gt;
&lt;br /&gt;
* Players will not be allowed to drop items into the world or into containers by default. Specific containers can be set to accept items.&lt;br /&gt;
* If a creature dies the items are dropped into a bodybag&lt;br /&gt;
&lt;br /&gt;
==== Item Scaling ====&lt;br /&gt;
&lt;br /&gt;
The item system needs to be very robust, allowing for a wide diversity of item types, item appearances within a type, and rules scaling. Material types are the primary mechanism for item scaling... i.e., we won't randomize the type of item in many cases (flaming sword) but we will randomize its material type (low steel flaming sword vs. high steel flaming sword)&lt;br /&gt;
&lt;br /&gt;
==== Activated Items ====&lt;br /&gt;
&lt;br /&gt;
Each item can have a single default action. This is entered by picking an ability of type &amp;quot;Item Ability&amp;quot; from the abilities table which defines its icon, script, description and targetting behaviour. Items that can be used go into a special equip slot. All other item types (weapons, armor, et cetera) cannot have a custom item use.&lt;br /&gt;
The number of uses for this ability will be decided by the script which will destroy the item when appropriate. &lt;br /&gt;
* there are no uses per day type items. All items only have &amp;quot;number of uses&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Descriptions ====&lt;br /&gt;
&lt;br /&gt;
Item descriptions will be primarily autogenerated with stat information.&lt;br /&gt;
There will also be a text description but few items will have descriptions written for them. A subset list of all the items (the really powerful ones, crafting items, and plot items) will be the only ones with descriptions.&lt;br /&gt;
&lt;br /&gt;
==== Further Details ====&lt;br /&gt;
&lt;br /&gt;
* Equippable Items&lt;br /&gt;
** Melee Weapons&lt;br /&gt;
*** Some weapons are one handed, can be used with a shield&lt;br /&gt;
*** Some weapons are two handed&lt;br /&gt;
*** Daggers and Longswords can be dual wielded&lt;br /&gt;
** Ranged Weapons&lt;br /&gt;
*** Can use special ammunition, if you have it. Otherwise they can fire a &amp;quot;default&amp;quot; ammo type.&lt;br /&gt;
** Shields&lt;br /&gt;
** Paperdoll items (i.e., helmets, gloves, et cetera)&lt;br /&gt;
* Unequipped items&lt;br /&gt;
** There are a large variety of items that cannot be equipped on the ingame avatar. Some of these can be placed on the quickbar (i.e., potions) if they have activated item abilities&lt;br /&gt;
* Items can be upgraded (i.e., adding fire damage to a sword).&lt;br /&gt;
* Items can be crafted from other item parts&lt;br /&gt;
* Items can have Item properties&lt;br /&gt;
&lt;br /&gt;
==== Tools ==== &lt;br /&gt;
&lt;br /&gt;
Items are created in the Designer Toolset using the Object Inspector Editor.  Once created, item can be given as inventory to creatures and placeables.  Once placed, both the creature/placeable and the item must be exported in order to be viewed in the game.  Exporting happens automatically or can be done manually by the designer during testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Inventory slots ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Slot ||  Item type ||  Visible on avatar?&lt;br /&gt;
|-&lt;br /&gt;
|  Right Hand ||  Weapons ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Left Hand ||  Weapons, Shields ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Head ||  Helmet ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Chest ||  Armor, Clothing ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Waist || Belt, Girdle ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Quick Items ||  Useable Items ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Right Fingers || Ring ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Left Fingers || Ring ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Feet || Boots ||  Yes  &lt;br /&gt;
|-&lt;br /&gt;
|  Neck || Amulets ||  No  &lt;br /&gt;
|-&lt;br /&gt;
|  Hands ||  Gloves ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Inventory - Normal ||  Backpack Items ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Inventory - Plot ||  Plot Items ||  No &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Properties ==&lt;br /&gt;
&lt;br /&gt;
See [[Item properties]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Item Abilities ==&lt;br /&gt;
&lt;br /&gt;
Item Abilities are activated abilities on items (for example, a potion with the activated ability Healing is a Potion of Healing). An item can only have one item ability. This item ability is assigned in the toolset.&lt;br /&gt;
They are not item properties.&lt;br /&gt;
&lt;br /&gt;
=== Detailed Description ===&lt;br /&gt;
&lt;br /&gt;
Item abilities cannot be placed on equippable items.&lt;br /&gt;
&lt;br /&gt;
Item abilities are activated by right-clicking or double-clicking the item or from using the item from the quickbar&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
{{variable table start}}&lt;br /&gt;
{{variable table row|APP_ITEM_MOTIVATION | int |0| }}&lt;br /&gt;
{{variable table row|ITEM_CODEX_FLAG | int |-1| when != -1, this will be the codex plot flag to set for this item when acquired. The plot name is the tag of the item}}&lt;br /&gt;
{{variable table row|ITEM_COUNTER_1 to 2 | int |0| }}&lt;br /&gt;
{{variable table row|ITEM_CRUST | int |0| }}&lt;br /&gt;
{{variable table row|ITEM_DO_ONCE_A and B | int |0| }}&lt;br /&gt;
{{variable table row|ITEM_SEND_ACQUIRED_EVENT | int |0| When true, [[EVENT_TYPE_CAMPAIGN_ITEM_ACQUIRED]] is sent to the module's event script when the item is aquired. }}&lt;br /&gt;
{{variable table row|ITEM_SET | int |-1| Certain items will give a bonus when equipped with other members of the same set (as identified by this integer).}}&lt;br /&gt;
{{variable table row|ITEM_SPECIALIZATION_FLAG| int|0|For items that unlock a class specialisation this must match an ID from Achievements.xls, ITEM_SEND_ACQUIRED_EVENT must also be set.}}&lt;br /&gt;
{{variable table row|ITEM_SEND_LOST_EVENT| int| 0 | }}&lt;br /&gt;
{{variable table row|PROJECTILE_OVERRIDE|int|0|Used to change the default projectile for Mage Staves, values must match an ID from [[PRJ_base.xls|PRJ_base.xls]] (typically 125-129).}}&lt;br /&gt;
{{variable table row|ITEM_RUNE_ENABLED|int|0|When true, items may have a number of rune slots, dependant on the relevant RuneCount values in [[BITM_base.xls|BITM_base.xls]] and [[Materialtypes.xls|Materialtypes.xls]] }}&lt;br /&gt;
{{variable table end}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Activated Ability| Action happening on a specific event related to the item (hit with weapon, being hit on armor, etc.)}}&lt;br /&gt;
{{inspector row|Base Item Type| The inventory type of the item. Also gives the base appearance type for the item. }}&lt;br /&gt;
{{inspector row|Comments| General information about the item }}&lt;br /&gt;
{{inspector row|Crafting Recipe Type| The type of recipe this is. From recipes 2da. }}&lt;br /&gt;
{{inspector row|Description|  }}&lt;br /&gt;
{{inspector row|DescriptionRequiresReTranslation|  }}&lt;br /&gt;
{{inspector row|Heraldry|  }}&lt;br /&gt;
{{inspector row|Icon|  }}&lt;br /&gt;
{{inspector row|Item Variation| An appearance variation based on the base item type. }}&lt;br /&gt;
{{inspector row|MaterialProgression|  }}&lt;br /&gt;
{{inspector row|MaterialType|  }}&lt;br /&gt;
{{inspector row|Name|  }}&lt;br /&gt;
{{inspector row|NameRequiresReTranslation|  }}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource}}&lt;br /&gt;
{{inspector row|Tag| A non-unique string identifier used mostly by scripts and other resources to refer to this resource. }}&lt;br /&gt;
{{inspector row|Tint Override|  }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Attributes}}&lt;br /&gt;
{{inspector row|Body Tint| Affects the appearance of item wearer. Typically used to customize the Dog's warpaint. }}&lt;br /&gt;
{{inspector row|Body Tint Mask| Affects the appearance of item wearer. Typically used to customize the Dog's warpaint. }}&lt;br /&gt;
{{inspector row|Cost| Base money value of the item. }}&lt;br /&gt;
{{inspector row|Damaged|  }}&lt;br /&gt;
{{inspector row|Item Properties| Allows selecting one or more item properties for the item. Item Properties are any special power, effects, or stat variations beyond the basic item attributes. Properties also includes restrictions by class, race, etc. }}&lt;br /&gt;
{{inspector row|OnHit Effect|  }}&lt;br /&gt;
{{inspector row|OnHit Power|  }}&lt;br /&gt;
{{inspector row|Plot Item| A plot item can not be destroyed or removed from inventory by the player once the player has acquired it. Plot items can only be removed via scripts written by the designer.}}&lt;br /&gt;
{{inspector row|Script| Event script assigned to the resource }}&lt;br /&gt;
{{inspector row|Unique|  }}&lt;br /&gt;
{{inspector row|Variable 2da| 2da file containing a variable table. Only the values in the table can be set and retrieved by scripting. }}&lt;br /&gt;
{{inspector row|Variables| Opens the variable table for editing, allows the initial values of the variables to be defined.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Model Appearance (R/O)}}&lt;br /&gt;
{{inspector row|Model Appearance|  }}&lt;br /&gt;
{{inspector row|Model Gender|  }}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Betah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=Item&amp;diff=9674</id>
		<title>Item</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=Item&amp;diff=9674"/>
				<updated>2010-01-15T20:34:58Z</updated>
		
		<summary type="html">&lt;p&gt;Betah: Added info for ITEM_SPECIALIZATION_FLAG, PROJECTILE_OVERRIDE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An item is a game object that can be picked up or equipped by a creature. Dragon Age will have many items. As the player gains levels he or she will encounter progressively more powerful items. Through the use of material types (unique models and/or color variation) we will scale our items so that we have a greater range of item diversity than in our previous games.&lt;br /&gt;
&lt;br /&gt;
Items are grouped into types called &amp;quot;Base Item Types&amp;quot;.  The item's base type determines how it can be used and what its basic properties are.&lt;br /&gt;
&lt;br /&gt;
Some examples of base item types are:&lt;br /&gt;
* Sword&lt;br /&gt;
* Bow&lt;br /&gt;
* Arrows&lt;br /&gt;
* Helmet&lt;br /&gt;
* Potion&lt;br /&gt;
&lt;br /&gt;
Weapon and armour items get their basic ratings from their base item type.  This is further modified by the material type of the item (i.e., high steel sword vs. low steel sword) and other item properties on them.&lt;br /&gt;
&lt;br /&gt;
Unlike in Neverwinter Nights, items can't be placed on the floor. They can only be stored in an inventory of some kind.&lt;br /&gt;
&lt;br /&gt;
==== Item Attributes ====&lt;br /&gt;
&lt;br /&gt;
Item's attributes are determined in part by their base type and can be customized further in the toolset.  They can be further modified in the game by applying item properties.&lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
&lt;br /&gt;
An item's appearance will be determined by their base type and an appearance field.  A base item 2da and an item appearances 2da controls the different appearances for each base type.  The number of appearance variations for each base type will vary.  Visual effect item properties can be applied later to further modify the appearance of the item (flame effects, etc…)&lt;br /&gt;
&lt;br /&gt;
==== Icons ====&lt;br /&gt;
&lt;br /&gt;
Each item's icon has a width and height.  This size corresponds roughly to the size of the item in the world, so small potions will have a small icon and large suits of armour will take up more space.&lt;br /&gt;
&lt;br /&gt;
We don't track the weight of items because of the shared party inventory.  Some items will have properties on them that will require the creature to have certain minimum attributes to equip them though.  This will simulate particularly heavy armour or weapons.&lt;br /&gt;
&lt;br /&gt;
==== Stacks ====&lt;br /&gt;
&lt;br /&gt;
Each item can have a stack size on them.  This means that the item actually represents a pile of identical items.  Stacks can be split into new items or merged to destroy old ones.  Only items that have identical types and properties can be merged into stacks.&lt;br /&gt;
&lt;br /&gt;
==== Cost ====&lt;br /&gt;
&lt;br /&gt;
An item's cost will be set in a field by either the toolset or the scripting language. There won't be any automatic cost calculation done.&lt;br /&gt;
&lt;br /&gt;
==== Plot Items ====&lt;br /&gt;
&lt;br /&gt;
Some items will be flagged as &amp;quot;plot&amp;quot; items.  This means the item is important to some plot in the game and should be treated differently.  When the player picks up one of these items they will appear on a special plot page in their inventory.  Plot items can’t be sold in stores or destroyed through normal game-play.  &lt;br /&gt;
&lt;br /&gt;
==== Indestructible items ====&lt;br /&gt;
&lt;br /&gt;
These are items that are needed for the plot, but can still be used or equipped by the player. The use of this flag is very restricted and it should be used only when no other solution will work. Items with this flag can not be destroyed, sold or given to another character to equip.&lt;br /&gt;
&lt;br /&gt;
==== Item Scripts ====&lt;br /&gt;
&lt;br /&gt;
Items will have AI scripts associated with them like any other game object (the script is attached to the item).  They will receive and process events in much the same way (acquire, lose, equip, unequip, etc…)&lt;br /&gt;
&lt;br /&gt;
==== Item Equipping ====&lt;br /&gt;
&lt;br /&gt;
All base item types are limited by attribute Strength (except wands which are Magic limited). An item cannot be equipped unless its base item attribute requirements are met. The reasons why an item cannot be equipped will be clearly indicated by the GUI. &lt;br /&gt;
Almost all items can be equipped and unequipped by a player during combat. The only exception is armor. Armor cannot be equipped or unequipped if the character is within sight of an enemy creature. &lt;br /&gt;
&lt;br /&gt;
==== Dropping Items ====&lt;br /&gt;
&lt;br /&gt;
* Players will not be allowed to drop items into the world or into containers by default. Specific containers can be set to accept items.&lt;br /&gt;
* If a creature dies the items are dropped into a bodybag&lt;br /&gt;
&lt;br /&gt;
==== Item Scaling ====&lt;br /&gt;
&lt;br /&gt;
The item system needs to be very robust, allowing for a wide diversity of item types, item appearances within a type, and rules scaling. Material types are the primary mechanism for item scaling... i.e., we won't randomize the type of item in many cases (flaming sword) but we will randomize its material type (low steel flaming sword vs. high steel flaming sword)&lt;br /&gt;
&lt;br /&gt;
==== Activated Items ====&lt;br /&gt;
&lt;br /&gt;
Each item can have a single default action. This is entered by picking an ability of type &amp;quot;Item Ability&amp;quot; from the abilities table which defines its icon, script, description and targetting behaviour. Items that can be used go into a special equip slot. All other item types (weapons, armor, et cetera) cannot have a custom item use.&lt;br /&gt;
The number of uses for this ability will be decided by the script which will destroy the item when appropriate. &lt;br /&gt;
* there are no uses per day type items. All items only have &amp;quot;number of uses&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Descriptions ====&lt;br /&gt;
&lt;br /&gt;
Item descriptions will be primarily autogenerated with stat information.&lt;br /&gt;
There will also be a text description but few items will have descriptions written for them. A subset list of all the items (the really powerful ones, crafting items, and plot items) will be the only ones with descriptions.&lt;br /&gt;
&lt;br /&gt;
==== Further Details ====&lt;br /&gt;
&lt;br /&gt;
* Equippable Items&lt;br /&gt;
** Melee Weapons&lt;br /&gt;
*** Some weapons are one handed, can be used with a shield&lt;br /&gt;
*** Some weapons are two handed&lt;br /&gt;
*** Daggers and Longswords can be dual wielded&lt;br /&gt;
** Ranged Weapons&lt;br /&gt;
*** Can use special ammunition, if you have it. Otherwise they can fire a &amp;quot;default&amp;quot; ammo type.&lt;br /&gt;
** Shields&lt;br /&gt;
** Paperdoll items (i.e., helmets, gloves, et cetera)&lt;br /&gt;
* Unequipped items&lt;br /&gt;
** There are a large variety of items that cannot be equipped on the ingame avatar. Some of these can be placed on the quickbar (i.e., potions) if they have activated item abilities&lt;br /&gt;
* Items can be upgraded (i.e., adding fire damage to a sword).&lt;br /&gt;
* Items can be crafted from other item parts&lt;br /&gt;
* Items can have Item properties&lt;br /&gt;
&lt;br /&gt;
==== Tools ==== &lt;br /&gt;
&lt;br /&gt;
Items are created in the Designer Toolset using the Object Inspector Editor.  Once created, item can be given as inventory to creatures and placeables.  Once placed, both the creature/placeable and the item must be exported in order to be viewed in the game.  Exporting happens automatically or can be done manually by the designer during testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Inventory slots ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Slot ||  Item type ||  Visible on avatar?&lt;br /&gt;
|-&lt;br /&gt;
|  Right Hand ||  Weapons ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Left Hand ||  Weapons, Shields ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Head ||  Helmet ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Chest ||  Armor, Clothing ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Waist || Belt, Girdle ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Quick Items ||  Useable Items ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Right Fingers || Ring ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Left Fingers || Ring ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Feet || Boots ||  Yes  &lt;br /&gt;
|-&lt;br /&gt;
|  Neck || Amulets ||  No  &lt;br /&gt;
|-&lt;br /&gt;
|  Hands ||  Gloves ||  Yes &lt;br /&gt;
|-&lt;br /&gt;
|  Inventory - Normal ||  Backpack Items ||  No &lt;br /&gt;
|-&lt;br /&gt;
|  Inventory - Plot ||  Plot Items ||  No &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Properties ==&lt;br /&gt;
&lt;br /&gt;
See [[Item properties]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Item Abilities ==&lt;br /&gt;
&lt;br /&gt;
Item Abilities are activated abilities on items (for example, a potion with the activated ability Healing is a Potion of Healing). An item can only have one item ability. This item ability is assigned in the toolset.&lt;br /&gt;
They are not item properties.&lt;br /&gt;
&lt;br /&gt;
=== Detailed Description ===&lt;br /&gt;
&lt;br /&gt;
Item abilities cannot be placed on equippable items.&lt;br /&gt;
&lt;br /&gt;
Item abilities are activated by right-clicking or double-clicking the item or from using the item from the quickbar&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
{{variable table start}}&lt;br /&gt;
{{variable table row|APP_ITEM_MOTIVATION | int |0| }}&lt;br /&gt;
{{variable table row|ITEM_CODEX_FLAG | int |-1| when != -1, this will be the codex plot flag to set for this item when acquired. The plot name is the tag of the item}}&lt;br /&gt;
{{variable table row|ITEM_COUNTER_1 to 2 | int |0| }}&lt;br /&gt;
{{variable table row|ITEM_CRUST | int |0| }}&lt;br /&gt;
{{variable table row|ITEM_DO_ONCE_A and B | int |0| }}&lt;br /&gt;
{{variable table row|ITEM_SEND_ACQUIRED_EVENT | int |0| When true, [[EVENT_TYPE_CAMPAIGN_ITEM_ACQUIRED]] is sent to the module's event script when the item is aquired. }}&lt;br /&gt;
{{variable table row|ITEM_SET | int |-1| Certain items will give a bonus when equipped with other members of the same set (as identified by this integer).}}&lt;br /&gt;
{{variable table row|ITEM_SPECIALIZATION_FLAG| int|0|For items that unlock a class specialisation this must match an ID from Achievements.xls, ITEM_SEND_ACQUIRED_EVENT must also be set.}}&lt;br /&gt;
{{variable table row|ITEM_SEND_LOST_EVENT| int| 0 | }}&lt;br /&gt;
{{variable table row|PROJECTILE_OVERRIDE|int|0|Used to change the default projectile for Mage Staves, values must match an ID from [[PRJ_base.xls|PRJ_base]] (typically 125-129).}}&lt;br /&gt;
{{variable table row|ITEM_RUNE_ENABLED|int|0|When true, item has rune slots generated, false has no rune slots generated.}}&lt;br /&gt;
{{variable table end}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
{{inspector start}}&lt;br /&gt;
{{inspector section|General}}&lt;br /&gt;
{{inspector row|Activated Ability| Action happening on a specific event related to the item (hit with weapon, being hit on armor, etc.)}}&lt;br /&gt;
{{inspector row|Base Item Type| The inventory type of the item. Also gives the base appearance type for the item. }}&lt;br /&gt;
{{inspector row|Comments| General information about the item }}&lt;br /&gt;
{{inspector row|Crafting Recipe Type| The type of recipe this is. From recipes 2da. }}&lt;br /&gt;
{{inspector row|Description|  }}&lt;br /&gt;
{{inspector row|DescriptionRequiresReTranslation|  }}&lt;br /&gt;
{{inspector row|Heraldry|  }}&lt;br /&gt;
{{inspector row|Icon|  }}&lt;br /&gt;
{{inspector row|Item Variation| An appearance variation based on the base item type. }}&lt;br /&gt;
{{inspector row|MaterialProgression|  }}&lt;br /&gt;
{{inspector row|MaterialType|  }}&lt;br /&gt;
{{inspector row|Name|  }}&lt;br /&gt;
{{inspector row|NameRequiresReTranslation|  }}&lt;br /&gt;
{{inspector row|Resource Name| A unique string identifier the toolset and the game both use to refer to this resource}}&lt;br /&gt;
{{inspector row|Tag| A non-unique string identifier used mostly by scripts and other resources to refer to this resource. }}&lt;br /&gt;
{{inspector row|Tint Override|  }}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Attributes}}&lt;br /&gt;
{{inspector row|Body Tint| Affects the appearance of item wearer. Typically used to customize the Dog's warpaint. }}&lt;br /&gt;
{{inspector row|Body Tint Mask| Affects the appearance of item wearer. Typically used to customize the Dog's warpaint. }}&lt;br /&gt;
{{inspector row|Cost| Base money value of the item. }}&lt;br /&gt;
{{inspector row|Damaged|  }}&lt;br /&gt;
{{inspector row|Item Properties| Allows selecting one or more item properties for the item. Item Properties are any special power, effects, or stat variations beyond the basic item attributes. Properties also includes restrictions by class, race, etc. }}&lt;br /&gt;
{{inspector row|OnHit Effect|  }}&lt;br /&gt;
{{inspector row|OnHit Power|  }}&lt;br /&gt;
{{inspector row|Plot Item| A plot item can not be destroyed or removed from inventory by the player once the player has acquired it. Plot items can only be removed via scripts written by the designer.}}&lt;br /&gt;
{{inspector row|Script| Event script assigned to the resource }}&lt;br /&gt;
{{inspector row|Unique|  }}&lt;br /&gt;
{{inspector row|Variable 2da| 2da file containing a variable table. Only the values in the table can be set and retrieved by scripting. }}&lt;br /&gt;
{{inspector row|Variables| Opens the variable table for editing, allows the initial values of the variables to be defined.}}&lt;br /&gt;
&lt;br /&gt;
{{inspector section|Model Appearance (R/O)}}&lt;br /&gt;
{{inspector row|Model Appearance|  }}&lt;br /&gt;
{{inspector row|Model Gender|  }}&lt;br /&gt;
{{inspector end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Betah</name></author>	</entry>

	<entry>
		<id>https://www.datoolset.net/mw/index.php?title=PRJ_base.xls&amp;diff=9664</id>
		<title>PRJ base.xls</title>
		<link rel="alternate" type="text/html" href="https://www.datoolset.net/mw/index.php?title=PRJ_base.xls&amp;diff=9664"/>
				<updated>2010-01-15T20:04:04Z</updated>
		
		<summary type="html">&lt;p&gt;Betah: /* PRJ_base worksheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Projectiles are a specialized visual effects that fly from one object to another object or point in the game.  Projectiles are sometimes fired by the Ability system, and are used for ranged combat.&lt;br /&gt;
&lt;br /&gt;
Projectile information will be linked into the main Ability 2da.&lt;br /&gt;
&lt;br /&gt;
Some of the information necessary to define a projectile is:&lt;br /&gt;
&lt;br /&gt;
* Speed in m/s&lt;br /&gt;
* A script to call when the projectile hits (to determine damage and effects)&lt;br /&gt;
* Projectile behaviors for the 3 Stages (described in next section)&lt;br /&gt;
* Other important details like sounds and VFX.&lt;br /&gt;
&lt;br /&gt;
== Detailed Design ==&lt;br /&gt;
&lt;br /&gt;
The 3 Stages of a projectile are Launch, Flight and Impact. Each one of these plays an important part in how the projectile behaves:&lt;br /&gt;
&lt;br /&gt;
* Launch Stage: This is when the projectile is still attached to the owner in some form or another. For example, when using a bow, the projectile will be attached to the bow string during this stage and follow it through the firing animation.&lt;br /&gt;
* Flight Stage: This stage is composed of a flight pattern that the projectile follows to reach its target. An example of a flight pattern is a Homing behavior in which the projectile will follow the target even if it moves and guarantee that it will hit.&lt;br /&gt;
* Impact Stage: When the projectile makes contact with the target it will perform the action specified in the Impact Behavior. An arrow may stick to a shield if it was blocked whereas a fireball needs to explode and spawn a few VFX.&lt;br /&gt;
&lt;br /&gt;
== How to Use ==&lt;br /&gt;
&lt;br /&gt;
The projectile system will be used through ranged combat and abilities. Ranged combatants, when equipped with the proper weapon and ammo will register projectiles in the Projectile Manager. These projectiles will report back to scripting when the projectile hits the target so that damage and effects can be applied. Abilities will work on a similar way, although the projectile type to use will be defined in the ABI_base 2DA as opposed to being a property of the weapon. &lt;br /&gt;
&lt;br /&gt;
== PRJ_base worksheet ==&lt;br /&gt;
&lt;br /&gt;
{{2da start|PRJ_base}}&lt;br /&gt;
{{2da column|Label|string|}}&lt;br /&gt;
{{2da column| ModelName|string|}}&lt;br /&gt;
{{2da column| Simulation|bool| Simulate physics on this projectile. The projectile will ignore the rules system in the game, meaning that it will hit objects only if they are on its path.}}&lt;br /&gt;
{{2da column| Mass |float| This value multiplied by the gravity of Ferelden will make your projectile have weight. Only useful for projectiles using simulation.}}&lt;br /&gt;
{{2da column| Acceleration |float| Acceleration value to reach the top speed in meters per second square.}}&lt;br /&gt;
{{2da column| InitialSpeed |float| Starting speed for the projectile. Value is in meters per second. Default value is 0 m/s.}}&lt;br /&gt;
{{2da column| MinSpeed |float| Min speed at which the projectile will travel. Value is in meters per second. Useful to prevent projectiles that decelerate from coming to a stop.}}&lt;br /&gt;
{{2da column| TopSpeed |float| Max speed at which the projectile will travel. Value is in meters per second. Useful to cap projectiles that accelerate.}}&lt;br /&gt;
{{2da column| StaticCollisions |bool| Enable collision detection with static objects such as placeables, trees and level geometry.}}&lt;br /&gt;
{{2da column| DynamicCollisions |bool| Report collisions with dynamic objects such as creatures along the projectile path. These collisions will not stop the projectile. The projectile is assumed to be stronger than the dynamic objects it hits.}}&lt;br /&gt;
{{2da column| HideLaunch|bool|Hide the projectile during the launch phase}}&lt;br /&gt;
{{2da column| ImpactTimeout |float| Time that it takes for the projectile to disappear after hitting its target. Value is in seconds. By default, projectiles will disappear immediately on impact.}}&lt;br /&gt;
{{2da column| AlphaFade |bool| Activate alpha blending for fading out the projectile.}}&lt;br /&gt;
{{2da column| SoundFlying |string|}}&lt;br /&gt;
{{2da column| SoundMatType|int|}}&lt;br /&gt;
{{2da column|DamageType|int|The base damage type of this projectile, used for Staff Projectiles.}}&lt;br /&gt;
{{2da column|DamageBonus|float|A bonus to projectile damage, used by Staff Projectiles.}}&lt;br /&gt;
{{2da end}}&lt;br /&gt;
[[Category:2DAs]]&lt;/div&gt;</summary>
		<author><name>Betah</name></author>	</entry>

	</feed>