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Some questions about GDA modding


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4 réponses à ce sujet

#1
Xodarap777

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1) How do I unpack the original gda's (I'm looking for abi_base.gda)?

2) Once I export to XLS, then edit the file, how do I reimport that (or convert) to GDA?

ACTUALLY... I have a couple more questions...
(summary: can someone tell me what the names are of the gda files that describe the behavior of the spells in abi_base, and the one that holds the description/title strings referred to in the same?)

More complicated and specific: by editing the spells in the abi_base.gda file, I've noticed that all I can do is edit the spells according to their preexisting parameters and behaviors.  For example, if I copy all of the columns from Heal to Glyph of Paralysis, I get the description and look of heal, but it doesn't actually HEAL the players -- I can get the animation, the right costs and targeting, etc., just not the behavior.  But I've also noticed that the first couple columns are integers referring to a description string and a title string that aren't in this gda, so there are other gda's contributing to these spells.  For those who are familiar with DA1 modding, I'm assuming that the gda naming conventions are similar. 

So, can someone point me (1) to the strings so that I can rewrite the descriptions and title, and (2) to the behavior script so that I can make it act like heal (or simply redirect/copy to the script for heal)?

(I'm trying to make the creation tree into a healer tree... the idea currently is to replace the glyphs with a quick small spot heal and a regen spell)

Modifié par Xodarap777, 16 mars 2011 - 08:28 .


#2
KwanGong

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1) Use GFF Editor, there's a link somewhere on these forums or search on the projects page.

2) All files modders are working with are already prepackaged, meaning they're all already in gda format.

#3
Xodarap777

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Thank you for the answer to (1)

For (2), I'm not sure I was clear. I used GDApp to export a GDA into XLS format so that I could edit it in a spreadsheet. From there, how to I take what I edited and make it back into a GDA (from XLS)?

#4
Xodarap777

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Just to help anyone else out who's working on anything similar, I'm putting together some column descriptions for the abi_base from what I've figured out so far. I'll make a new topic if people are interested, and once I actually get somewhere significant.

Column, description:
3: Ability Title (int)
4: Ability Description (int)
11-14: Prereq skills (int) (refers to col 1)
15: Points req (int) (points in specialization/category)
16: level req (int)
21: icon position, X (int)
22: icon position, Y (int) (0, 0 is top left)
23-25: Upgrades (int) (refers to col 1)
60: Ability class & type (ie, "Mage singletarget", "Mage modal")
97: Magnitude modifiers (int) (eg, phys force xN)
98: Effect duration in seconds (float)
100: Effect magnitude (float) (e.g., heal is 0.4=40%; haste is 50=50%)
101-107: Additional effect magnitudes (float) (e.g., Heroic Aura: 100=15, 101=7.5 - game told me 8%! :o - upgrade is 102=10, 103=10)
108: For sustained, radius of effect (int) (??)

#5
elys

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Xodarap777 wrote...

Thank you for the answer to (1)

For (2), I'm not sure I was clear. I used GDApp to export a GDA into XLS format so that I could edit it in a spreadsheet. From there, how to I take what I edited and make it back into a GDA (from XLS)?


Use ExcelProcessor from the Dragon Age Origins Toolset. Compiling 2DAs