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#1
Apathy1989

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Trying to fill in the blanks on what all 115 columns are for. Here is what I know, if you know then please tell me.

1. ID number
2. Name
3. Reference to ingame text shown
4. Ditto
5. Ditto
6. Icon
7.
8.
9.
10.
11. Prerequisite skill ID
12. Ditto
13. Ditto
14. Ditto?
15. Points in tree required
16. Level Required
17.
18.
19.
20.
21. X Position (0,0 from top left hand corner)
22. Y Position
23. Upgrade ID
24. Ditto
25. Ditto, following may be aswell
26.
27.
28.
29.
30.
31. This and the following 2 seem to relate skill is active, sustained or passive. 1,1,1 is active
32. 2,1,2 is sustained
33. 0,1,3 is passive
34. Stamina/Mana cost or reserve
35. Cooldown recharge time
36.
37.
38.
39.
40.
41.
42.
43.
44.
45.
46.
47.
48.
49.
50.
51.
52.
53.
54.
55.
56.
57.
58.
59.
60.
61.
62.
63.
64.
65.
66.
67.
68.
69.
70.
71.
72.
73.
74.
75.
76.
77.
78.
79.
80.
81.
82.
83.
84.
85.
86. Repeat of 1, the ID number.
87.
88.
89.
90.
91.
92.
93.
94.
95.
96. Damage multiplier from base
97. Force multiplier
98. Duration
99. Strike Interval
100. Bonuses, not sure how they are assigned to an attribute but seem to start here.
101. eg #100 is 10 for control and might, despite doing different things
102. Can carry on for a while if many bonuses
103.
104.
105.
106.
107.
108.
109.
110. Max Glyph triggers?
111. Animation in field (eg fireballs falling to ground)
112.
113. Animation on player
114.
115.

Modifié par Apathy1989, 13 juin 2011 - 05:41 .


#2
SerKnightly

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Here you are:
http://www.thenexusf...35#entry2933635

#3
Apathy1989

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Ah thanks!

#4
ZephSunstrider

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44 = ID for diameter in persistent.gda
48 = Animation the character performs (with proper weapon equipped)
49 = spell vfx ID
64 = Sustainable vfx (like Rock Armor)
86-91 = Passive spell boni, for example Blood Magic's +25 health. Requires ID from passive_abilities.gda.
100-107 are spell-specific effects that are (I think) somehow hardcoded. Adding spell properties from Spirit Bolt to spell ID 828/404021 (The blood mage bolt) did not result in said bolt doing extra damage on disoriented targets.
113 = Spell sound fx

Note that certain IDs are the same across different gda files. So Blood Magic Root's talent code is 309001, its +25hp passive bonus is the same in that gda file. Keeps things slightly more organized, in a numeric way.

Modifié par ZephSunstrider, 14 juin 2011 - 11:07 .


#5
Ashara

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This may help, too:

 http://wiki.tesnexus...or_Dragon_age_2

Modifié par Ashara, 14 juin 2011 - 05:30 .


#6
ZephSunstrider

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Bump for new knowledge, if anyone still cares.
Copypasta of OP

1. ID number
2. Name
3. Ingame skill name
4. Ingame description part 1
5. Ingame description part 2
6. Icon
7. Skill use condition, is additive (2=1h, 4=dual, 8=2h, 16=bows, 2048=hostile/damaging spell for Healing Aura, 4096=combat use only)
8. Required active modal skill (e.g. Blood Magic)
9. Exclusive active modal (Blood Magic with Healing Aura)
10. ?
11. Prerequisite skill ID
12. Ditto
13. Ditto
14. Ditto?
15. Points in tree required
16. Level Required
17.
18.
19.
20.
21. X Position (0,0 from top left hand corner)
22. Y Position
23. Upgrade ID
24. Ditto
25. Ditto, following may be aswell
26.
27.
28.
29.
30. Skill type category
        1 - rogue/warrior abilities
        2 - mage abilities and some companion specials
        3 - tech tree roots
        4 - items
        5 - ability upgrades
        6 - hidden passives, like tech tree prereqs and monster immunities
        7 - NPC warrior abilities
        8 - NPC mage abilities
        10 - basic warrior/rogue attacks (swords, bites)
        11 - basic magical attacks (staves, rage demon hits)
31. ?
32. ?
33. Skill activation type and icon shape (1=active, 2=sustained, 3=passive, 4=upgrades)
34. Stamina/Mana cost or reserve
35. Cooldown recharge time
36. Cooldown group, skills with same ID share cooldowns (e.g. bombs)
37. ?
38. Target type, additive values
        1 is caster
        2 is for allied targets
        4 is for hostile targets
        8 is for terrain/placable spells
39. Does the spell autotarget? 1 casts automagically on current target, 2 forces manual input (Spirit Bolt vs Fireball)
40. Target Range, dunno how exactly the numbers refer to a given distance
        1 Melee range
        2 Slightly more, short-range closing attacks
        3 half-distant, used for closing attacks
        4 is inbetween 3 and 5, used by Archery Assassinate and Duelist Challenge, possibly a few others
        5 is default skill range
        6 is extreme range, used by normal bow attacks
41. ?
42. projectile ID (prj_base.gda)
43. secondary projectile (prj_base.gda), eg projectiles for Graverobber/Spirit Siphon
44. spell radius (persistent.gda)
45. vfx on spell detonation (vfx_base.gda)
46. secondary radius (persistent.gda), eg for Inferno's fireballs
47. secondary vfx detonation (vfx_base.gda), eg for Inferno's fireball hit effect
48. Caster animation (hand swaying)
49. Caster vfx (flaming hands)
50.
51.
52.
53.
54. Animation overlay, namely for Shield Defense (pokepoke)
55.
56.
57. Draw weapon for casting?
58. Weapon trail while casting
59.
60.
61.
62.
63.
--------Spell vfx
64. Primary vfx, for modals or hit effects
65. Secondary vfx, new effects for upgrades or other activated variables
66.
67. This is best seen when looking at abi_base entry 86, which is the staff combo finish attack
68. It has 12 different vfxs listed there, the first 6 referring to the "muzzle" effects
69. the second 6 referring to the splash effects on the target
70.
71.
72.
73.
74.
75.
--------
76.
77.
78.
79.
80.
81.
82.
83.
84.
85. From here onwards, up until including 95, are passive skill boni listed
86. For example, Spirit Healer's mana bonus is listed here, or the passive
87. boni you get from Galvanism or Spirit Mastery.
88. It also lists all class-specific attribute boni for Warrior, Mage and Rogue.
89. Refers to entries in passive_abilities.gda
90.
91.
92.
93.
94.
95.
96. Damage multiplier from base
97. Force multiplier
98. Duration
99. Strike Interval
100. Skill-specific boni, depending on some unknown spell definition that I haven't found.
101. Things that don't fit the passive boni or simple damage/force attributes go here,
102. like debuff strengths, buff factors, damage multipliers for cross-class combos etc
103.
104.
105.
106.
107.
108. May define the spell effects, changing it from the default numbers usually has severe effects on the spell ingame
109. Glyph lifetime after first trigger, in ms
110. Maximum glyph triggers
111. Animation in field (eg fireballs falling to ground)
112.
113. Primary sound effect
114. Secondary sound effect (I think!)
115.

So far so good, maybe we'll get it complete one day :wizard:

Modifié par ZephSunstrider, 31 juillet 2011 - 12:23 .


#7
Apathy1989

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Yep I'm fairly happy with using abi_base atm. Trying to figure out how to modify items atm. ^_^

Modifié par Apathy1989, 01 août 2011 - 06:51 .


#8
ZephSunstrider

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Tried using TlkEdit?