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Which .GDA File(s) Determine Weapon Damage?


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#1
Darkmage187

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Been perusing through some of the .gda files contained within the Dragon Age 2/packages/core/data/2da.rim file, but can't seem to find the .gda file(s) which determine how much damage each weapon does in combat.

In DAO, there was an ItemStats.gda file which handled the base damage for each weapon type, but I can't seem to find its analogue in DA2.  Any assistance would be greatly appreciated.  Thanks in advance.

#2
mesmerizedish

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I don't know, sorry! But I'd very much like to find out!

#3
Esbatty

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I found a tutorial that tells you how to alter the stats but not which file holds that info...

http://www.thenexusf...e-modify-items/

#4
Sunnie

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Weapon damage is determined as a multiplier in the properties power section of each items UTI and based off the level of the item for non evolving items.

Modifié par Sunnie22, 16 mai 2011 - 05:25 .


#5
Darkmage187

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Sunnie22 wrote...

Weapon damage is determined as a multiplier in the properties power section of each items UTI and based off the level of the item for non evolving items.


Is there a specific .gda file that contains a table with the list of base damage/level for each weapon type?  For example a level 8 mage staff inflicts a base damage of 17 ( 23 per second ), and at level 14 it inflicts 28 ( 38 per second ), regardless of what material it's composed of.  That's the info I'm looking for.

#6
mesmerizedish

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Out of curiosity, what sort of changes are you looking to make?

I'm of the mind that 2-handed weapons should deal more damage than 1-handers, for example. That's one change I'd like to see.

#7
Sunnie

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As far as I know (I have not been able to identify any field in any GDA that determines base damege per level), you can not modify these values other than by the item level, and power multiplier for the damage type other than default. It is quite likely that the base damage is determined by one of the columns in the item_properties for the base weapon type entries, but I have no idea if that is the case, none of the values really appear to follow the pattern of damage for weapon type. It is also quite likely that the base damage is determined in the dae_basic_attack.ncs script, in which case you will never be able to edit it since you do not have the source for that script.

#8
Sunnie

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ishmaeltheforsaken wrote...

Out of curiosity, what sort of changes are you looking to make?

I'm of the mind that 2-handed weapons should deal more damage than 1-handers, for example. That's one change I'd like to see.

You can do this in the UTI for an item, change the base weapon type power value. Example, changing it from 1 to 1.25 would increase the base damage by 25%.

Modifié par Sunnie22, 16 mai 2011 - 09:00 .


#9
Darkmage187

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ishmaeltheforsaken wrote...

Out of curiosity, what sort of changes are you looking to make?

I'm of the mind that 2-handed weapons should deal more damage than 1-handers, for example. That's one change I'd like to see.


Yep, that's one of the changes I'd like to make as well.


Sunnie22 wrote...

As far as I know (I have not been able to identify any field in any GDA that determines base damege per level), you can not modify these values other than by the item level, and power multiplier for the damage type other than default. It is quite likely that the base damage is determined by one of the columns in the item_properties for the base weapon type entries, but I have no idea if that is the case, none of the values really appear to follow the pattern of damage for weapon type. It is also quite likely that the base damage is determined in the dae_basic_attack.ncs script, in which case you will never be able to edit it since you do not have the source for that script.


Bummer. Posted Image   Nonetheless, I sincerely appreciate your imput, Sunnie, many thanks for your response.  I suppose there is no 3rd-party utility or method for "importing" DA2 scripts into the DAO toolset?

Modifié par Darkmage187, 16 mai 2011 - 09:13 .


#10
Sunnie

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Nope, there isnt even anything to decompile origins scripts either. Origins has all the source code for the scripts available in the toolset so there was never any need for a decompiler.