welcome to my 3rd tutorial. This time we get to know on how we add new Base Types to the toolkit and the Game, and as a goody we make a sheath for our 2H-weapon.
So, this is basically where we want to be at the end of the Tutorial.

And when fighting:

Preperation: Be sure to have your Models ready for use in Toolkit and the game.
If you dont know how to do this follow my first 2 Tutorials:
[TUTORIAL] How to add custom model to Toolset and the Game
[Tutorial] How to add NormalMap, SpecularMap etc to your custom model
Ok, lets start make a new Base Item Type. I`ll make a weapon Type named Katana and a sheath for it named saya.
To do this we need following files extracted from the 2da.erf:
- m2da_base.gda
- itemstats.gda
- bitm_base.gda
To edit the *.gda i recommon GDapp to you.
Lets start with the easiest one: Edit m2da_base.gda
This file basically points out where to find the variation files for a base type.
Colums are following:
- ID (int) : Identifier of the variation file. Be sure to choose a unique one. I took 15001 and 15002 as they are unique.
- Label (string) + Worksheet (string): Pointers to the variation file. Make this the name of the variation file, without the ".gda". It`s katana_variation and saya_variation in my example.
- PackageIDforAI: ID if you want to have AI players have to use your items. 0 since i dont want that now.
should be smth like this in the end:

Ok, now to the itemstats.gda:
Here we set the dmg etc for the new type.
Columns:
- ID : The Identier of the Type. Unique again. I took 116 and 117.
- Label: Name of the Type. Has to be Unique. I took "Weapon - Katana" and "Weapon - Saya"
-Attack: Don`t know. Seems not important till its always 0. Set it 0.
- Damage: Hit Damage for the Weapon. I took 8 for Katana and 0 for Saya since i dont wanna hit with it...
- DamageRange: Damage Multiplier. 1.5 means it does weapon dmg till 1.5*weapon dmg. I set it to 1.2 and 0
- Armor: Armor Value. 0 since we make a weapon.
- Armor Penetration: Percentage value for armor penetration. I took 3
- Defense: Only used on shields.
- BaseAimDelay: Delay before aiming next shot. Only used on bows and such.
- Dspeed: should be Drawspeed but iam not positive on this.
- CritChanceModifier: Modifier for crit...
- AbilityCostModifier: Modifier for the exhaution caused by armors.
- MissleDeflection: Guess what
- Optimum Range : Guess again...
- SpellPower: Not sure here. 0 seems to be a save choice though.
- RngdPenalty: Damagepenalty for ranged weapons if you wear heavy armors.
- AttributeMod, Attribute1, Attribute 0: not sure (anyone knows this? Tell me!!)
It should look smth like this in the end:
Now the hardest one (but the last one): bitm_base.gda
Columns:
- ID: Same as before
- Label: Same as before
- namestrref + descstrref: References, most probably for use in conversations. Take unique ones.
- InvSlotWidth + InvSlotHeight: Guess what. Take 3 and 2.
- EquippableSlots: Slotid where the item is equipable. Possibilities (only a few)
- 1 : Two hand weapon (only in main hand. offhand is filled too)
- 2 : Off hand ( Equipable in both weapon slots)
- 3 : Main hand (Equipable only in the left weapon slot until you got mastery)
- 4 : Ammunition slot
- 16 : Body Armor
- 32 : Helmet
- 64 : Boots
- 128 : Gloves
I take 1 for my katana and 4 for my saya.
- WearR, WearL (on the body): This is where you set how your weapon will be displayed on your model:
- 5 : Right shoulder
- 10 : Left shoulder
- 3 : Bows
- 11 : Staff (basically 5 upside down)
both 5 on katana and saya
- WieldR, WieldL (in fight): This is how your item is wielded in fight (right and left hand). Best to set 14 in WieldR and 15 in WieldL. Except for bows which have 15 in WieldR and 0 in WieldL. If you dont want your item Wielded in either hand set 0.
14 on katana 0 on saya
- Hearaldry: Unknown. Set it to 0.
- WeaponOffset: Offset. make 0 if possible.
- CanRotateIcon: Rotation of icon if you take item in offhand.
- targettype: Set it 0.
- VariationWorksheet: This is important. Its the ID of the variation set. Set it to the int you chose in your m2da.gda. 15001 and 15002 in my example.
- DefaultMaterial: Minimum Material. 1 for Iron
- DefaultModel, DefaultIcon, DefaultResource. Let it empty.
- Weaponwield:
- 2: One Handed
- 3: Two Handed
- 4: Bow
- 6: Cutscene Longbow
- WieldModel + WieldmodelOverlay: Only used with bows.
- CombatRating: ?? How aggro you make your enemies ??
- StrengthModifier: Guess..
- BaseDam: Will be overwritten in itemstats.gda.
- Stack Size: Guess...
- Min and MaxItemProps: 0
- PropColumn: Possible "Melee", "Ranged", "Ammo", ... etc
- StartingCharges, QBBehavior, StorepanelSort: 0
- Type: 2 for Melee, 3 for Shield, 4 for Armor, 5 for Wand, 6 for Ranged, 7 for Ammo, ... etc
- Speed: GreatSword 1, maces + longswords 2, daggers 3 (be aware that speed is capped by animation duration)
- Projectile: Seems to be what remains of the projectile (arrow in enemy bodies etc)
- Ammo: Ammunation for the weapon. I use that one to make my saya ammunation for my Katana. All you have to do for this is to add the Id of Saya to the Katana row (117 in my example).
- Storepanel: Panel of the Store (inventory) in which it is displayed.
- ModalAbility: Don`t know yet. Set it 1.
- InvSound. Sound in inventory on / off.
- Armortype: Guess.. 1 to 5. The higher the number the heavier the armor.
- The Rest should be self explaining. Just take the ones of the item which is alike yours.
should be smth. like this:

So. Now you just have to copy the created *.gda files to your "/Dragon Age/packages/core/override/" - Folder and you should be able to use the new Item types in the Toolkit and the game.
DONT FORGET to make new variations.gda for your items. In my example its katana_variation.gda and saya_variation.gda
A Zip file containing my "work" can be found here.
Hope i could help some of you. If there are errors in the tut, or you know smth i don`t, TELL ME!!
Modifié par th3_selectah, 07 décembre 2009 - 06:25 .





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