Hey I'm wanting to make a spirit damage type mage staff but I can't figure out what to modify to make it such. Is it based off of material type, IE all Dragonbone staffs do Cold dmg? (which seems ironic to me) Thanks for any input!
Mage staff damage type?
Débuté par
Xenoseroster
, nov. 12 2009 02:59
#1
Posté 12 novembre 2009 - 02:59
#2
Posté 12 novembre 2009 - 03:37
That can't be true, I found a staff for Morrigan that is Dragonbone but is 20%+ nature damage.
#3
Posté 12 novembre 2009 - 03:38
Man, no hits here or on the other forums, guess no one cares but me.
:edit: Ack he snuck one in on me.
:edit: Ack he snuck one in on me.
Modifié par Xenoseroster, 12 novembre 2009 - 03:40 .
#4
Posté 12 novembre 2009 - 03:39
Well, there's a difference between +damage% and the actual Damage it does. IE Magister Lords staff has bonuses +10% fire/spirit damage, but the actual damage it DOES is cold dmg.
:edit: Well let me get a bit more specific. The 2 finest staves in the normal game that I've found are Staff of the Magister Lord and Wintersbreath. They're the only 2 unique Dragonbone staves that I'm aware of and both do cold dmg. Looking at them in the toolset, there's no setting that I can find that comes out and says "This staff does ice damage." BUT both of them are dragonbone, and it seems to be the only thing they have in common, so...
:edit: Well let me get a bit more specific. The 2 finest staves in the normal game that I've found are Staff of the Magister Lord and Wintersbreath. They're the only 2 unique Dragonbone staves that I'm aware of and both do cold dmg. Looking at them in the toolset, there's no setting that I can find that comes out and says "This staff does ice damage." BUT both of them are dragonbone, and it seems to be the only thing they have in common, so...
Modifié par Xenoseroster, 12 novembre 2009 - 03:46 .
#5
Posté 12 novembre 2009 - 03:47
I am pretty sure the staff does nature damage, but will check next time I play.
#6
Posté 12 novembre 2009 - 06:04
OK so from the other forums we've figured out there's a list of Variables under the, gasp, Variables field and that you have to change the variable "PROJECTILE_OVERRIDE" to a different value, something in the 125-130 range it seems but we're not sure on which numbers exactly or which does exactly which effect. So that's good to know.
#7
Posté 12 novembre 2009 - 01:06
I did a quick test and heres what i got, 129 im guessing is acid or poison cause its green.
125 = Fire
126 = Cold
127 =
128 = Electric
129 = Acid / Poison
130 =
125 = Fire
126 = Cold
127 =
128 = Electric
129 = Acid / Poison
130 =
#8
Posté 12 novembre 2009 - 08:54
Good job ... you are correct in that Dragonbone does seem to default to cold. The staff I was talking about -- "Winters Grasp" I think it was called -- does cold damage.
#9
Posté 15 novembre 2009 - 04:56
Oh, just in case anyone cares you can find the list of staff projectiles in PRJ_base.xls, the entries are:
125 Staff Projectile - Fire
126 Staff Projectile - Ice
127 Staff Projectile - Cold
128 Staff Projectile - Lightning
129 Staff Projectile - Poison
Edit: Oh, by way of explaining the cold/ice thing, the damage type field is the same for ice and cold, BUT the models are different, and there's another field called Damage Bonus, Ice has a .15 value and Cold has a .1 value so they aren't exactly the same. Still seems kinda odd.
But I was ultimately stymied because my goal was to make a spirit damage staff, which seems to be a problem because none of those values corresponds to a spirit damage projectile. There's a 6 value that says "Mage Base Attack" which seems to make the graphic for the projectile the same as other staves that do spirit damage, BUT the damage it does is physical. When you look at the existing spirit damage staves their projectile override value is blank, but if you copy that to a new staff the staff again does physical damage.
So I dunno what they pulled with the staves, but even copying a pre-made stave to try and make a custom spirit staff doesn't work, it defaults back to physical damage. Le sigh.
125 Staff Projectile - Fire
126 Staff Projectile - Ice
127 Staff Projectile - Cold
128 Staff Projectile - Lightning
129 Staff Projectile - Poison
Edit: Oh, by way of explaining the cold/ice thing, the damage type field is the same for ice and cold, BUT the models are different, and there's another field called Damage Bonus, Ice has a .15 value and Cold has a .1 value so they aren't exactly the same. Still seems kinda odd.
But I was ultimately stymied because my goal was to make a spirit damage staff, which seems to be a problem because none of those values corresponds to a spirit damage projectile. There's a 6 value that says "Mage Base Attack" which seems to make the graphic for the projectile the same as other staves that do spirit damage, BUT the damage it does is physical. When you look at the existing spirit damage staves their projectile override value is blank, but if you copy that to a new staff the staff again does physical damage.
So I dunno what they pulled with the staves, but even copying a pre-made stave to try and make a custom spirit staff doesn't work, it defaults back to physical damage. Le sigh.
Modifié par Xenoseroster, 15 novembre 2009 - 05:02 .
#10
Posté 15 novembre 2009 - 07:26
Oh fancy, I found this lovely bit in the 2da_constants_h.nss file.
const int DAMAGE_TYPE_INVALID= 0;
const int DAMAGE_TYPE_PHYSICAL = 1;
const int DAMAGE_TYPE_FIRE= 2;
const int DAMAGE_TYPE_COLD= 3;
const int DAMAGE_TYPE_ELECTRICITY= 4;
const int DAMAGE_TYPE_NATURE= 5;
const int DAMAGE_TYPE_PLOT= 6;
const int DAMAGE_TYPE_TBD= 7; //debug
const int DAMAGE_TYPE_SPIRIT= 8; //debug
const int DAMAGE_TYPE_DOT= 9; //DoT damage is 'pre resisted'
Which means I could modify or add a projectile type to the base list with it's Damage Type field as 8 and finally have a spirit staff. Huzzah. If anyone else cares there it be.
const int DAMAGE_TYPE_INVALID= 0;
const int DAMAGE_TYPE_PHYSICAL = 1;
const int DAMAGE_TYPE_FIRE= 2;
const int DAMAGE_TYPE_COLD= 3;
const int DAMAGE_TYPE_ELECTRICITY= 4;
const int DAMAGE_TYPE_NATURE= 5;
const int DAMAGE_TYPE_PLOT= 6;
const int DAMAGE_TYPE_TBD= 7; //debug
const int DAMAGE_TYPE_SPIRIT= 8; //debug
const int DAMAGE_TYPE_DOT= 9; //DoT damage is 'pre resisted'
Which means I could modify or add a projectile type to the base list with it's Damage Type field as 8 and finally have a spirit staff. Huzzah. If anyone else cares there it be.
#11
Posté 22 novembre 2009 - 07:23
Hmmm I seem to be confused; I can do the changes to the projectile_override section easy enough but I'm not sure I undertand how to add a new projectile type with spirit damage. Could you explain it a bit more Xenoseroster?
#12
Posté 23 novembre 2009 - 08:43
You need to open PRJ_base.xls in Microsoft Excel (apparently OpenOffice cannot be used). Make sure to never overwrite that file.
There's only one worksheet (if there were others, you could delete those you don't want to change).
Scroll around a bit. 125-129 projectiles are staff specific.
Chose one that you like as a template, copy that row, scroll to the bottom of the table, paste it.
Change the ID to an unused one (I chose 400).
Change the Label.
Change ModelName and SoundFlying to whatever you like or leave them.
Change DamageType to 8.*
Delete all other rows, so that it looks like this: http://i.imagehost.org/view/0310/1_10 and http://i.imagehost.org/view/0016/2_5
Save the file as PRJ_base_staffspirit.xls to some temporary folder. Copy ExcelProcessor.exe from \\Dragon Age\\tools\\ResourceBuild\\Processors\\ to that folder as well.
Drag and drop PRJ_base_staffspirit.xls onto ExcelProcessor.exe. You should end up with a gda file. That file does not have quite the desired name, so rename it to PRJ_base_staffspirit.GDA.
Drop that file into the desired override folder (like the one from your module or whatever you deem appropriate).
Make a staff in the toolset, set projectile_override to your chosen index number (400 here). Voilà, a staff that deals spirit damage. Seemed to work fine when I tested it.
* Damage Types are in 2da_constants_h.nss and ui_messages.xls/damagetypes (along with resistances). IIRC the game looks them up from the 2da when resolving damage types.
There's only one worksheet (if there were others, you could delete those you don't want to change).
Scroll around a bit. 125-129 projectiles are staff specific.
Chose one that you like as a template, copy that row, scroll to the bottom of the table, paste it.
Change the ID to an unused one (I chose 400).
Change the Label.
Change ModelName and SoundFlying to whatever you like or leave them.
Change DamageType to 8.*
Delete all other rows, so that it looks like this: http://i.imagehost.org/view/0310/1_10 and http://i.imagehost.org/view/0016/2_5
Save the file as PRJ_base_staffspirit.xls to some temporary folder. Copy ExcelProcessor.exe from \\Dragon Age\\tools\\ResourceBuild\\Processors\\ to that folder as well.
Drag and drop PRJ_base_staffspirit.xls onto ExcelProcessor.exe. You should end up with a gda file. That file does not have quite the desired name, so rename it to PRJ_base_staffspirit.GDA.
Drop that file into the desired override folder (like the one from your module or whatever you deem appropriate).
Make a staff in the toolset, set projectile_override to your chosen index number (400 here). Voilà, a staff that deals spirit damage. Seemed to work fine when I tested it.
* Damage Types are in 2da_constants_h.nss and ui_messages.xls/damagetypes (along with resistances). IIRC the game looks them up from the 2da when resolving damage types.
Modifié par Trylane, 23 novembre 2009 - 09:31 .
#13
Posté 23 novembre 2009 - 09:11
Nice, thanks!
#14
Posté 04 mars 2011 - 09:20
Still useful information, a year down the line. Thanks.
#15
Posté 06 octobre 2011 - 08:00
I made a staff in da toolset. i want to overpower it but how do i do that





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