Question to you Toolset users.
One thing I'm interested in understanding more about this game are item properties.
I understand the Toolset can open an XML file that explains what the various item properties mean ("Lucky," "Vicious," "Messy Kills," etc.)
I've been looking for this information online in any Wiki or anywhere and can't find it.
I thought the file was named itemprps.2da but I've searched for a file by that name and can't find it.
What's the name of that file and where does it reside? I want to look at it.
I've found the item creation portion of the toolset, and what I find odd is that while I can add properties to items, there's still no explanation of what some of them mean, like what exactly does it do to make an item "Lucky" (BTW, from what I've read, nothing.)
Item Properties list file
Débuté par
CybAnt1
, févr. 14 2010 01:37
#1
Posté 14 février 2010 - 01:37
#2
Posté 14 février 2010 - 04:21
that file is located in your Dragon Age\\tools\\Source\\2DA folder.
if Lucky does anything it's plot related, it doesn't do anything by itself. who knows if there is a check somewhere for it.
if Lucky does anything it's plot related, it doesn't do anything by itself. who knows if there is a check somewhere for it.
#3
Posté 14 février 2010 - 06:11
Weird, I tried to open it in the Toolset proper, and it just gave an error. (Does that mean it doesn't have a built-in 2DA editor?)
I double clicked on the file & it opened in Excel Viewer.
Anyway ...
There are a large number of things in that file with the comment Not Implemented ... does that mean they are, ... well .... not implemented?
I mean, Weakens Nearby Darkspawn is Not Implemented. My guess is that means it's not working yet. BTW, what it's supposed to do is debuff all darkspawn within 5m, I guess if they have any buffs on them the aura removes them. (And here I thought it reduced their strength, or damage, or something.) Now BTW I thought it was cool Asturian's Might had this property ... but if this property is Not Implemented ... I guess that means it isn't really doing anything.
Now BTW I had no idea if Rapid Aim is tiered or not but I notice that there is indeed a "Faster Aim" property and it does increase per power ... so my point being obviously some items can make your aim rapid-er than others ... yet you can't tell that from the item description itself? I mean Rapid Aim doesn't tell you the degree of, errrr, rapid-er-ness.
I notice "Improves Backstabs" gives bonus damage to backstabs ... but there's nothing stated there about it being tiered by item power. So I guess it's a flat damage bonus. (But I still don't know what the exact amount is. +5? +10?)
I wonder if people know that Armor Penetration bonus is Not Implemented? So it does nothing?
"generates cleansing aura" and "generates aura of flame" are Not Implemented.
The comment for Lucky is "who knows". So it does nothing.
The % chance to ignite target (ooooh, sounds cool for a flaming sword or fire bomb) .... not implemented.
Messy Kills ... just auto-generates the "finishing blow" animation, I suppose ... but is not implemented.
Chance to ignore hostile magic ... isn't implemented!
Increased intimidation and hostility ... not implemented. (But reduced hostility/threat is.)
Increased healing and improved blood magic ... not implemented.
Improved trap detection ... not implemented.
BTW both the XP bonus and monetary bonus properties ... not implemented.
There is a not implemented property of Morrigan's Protection giving you a bonus only if she's in the party ... I'm gonna guess that was supposed to be the original property of her ring she gives you.
The damage bonuses vs. darkspawn, dragons, spirits, fade creatures, beasts ... not implemented! (However it seems the damage bonus vs. runes, Silverite and Cold Iron, DO work.)
There's a Explosive property (I'm guessing that's a real AoE explosion centered on the target, was looking for something like it) ... not implemented ... and Weakens & Bloodies Target with Gore property ... not implemented.
Vicious says ... "may cause bleeding" ... but doesn't state the chance of this happening, or the level of bleeding damage (1 hp/sec?) However, it is implemented.
Mage slaver (spell interruption) ... not implemented (too bad, would be great for templar weapons).
Massive damage to darkspawn ... = massive damage to darkspawn. But what's massive? 10 points? 20 points? 50 points? Notice it says restricted to arrows only. Why?
Looks like there are fatigue reduction properties, but they are not implemented.
Also a property that will reduce the damage you take from spirits (does that mean damage you take from ghosts, or spirit damage proper)? But not implemented.
Chance to knock target back .. doesn't say what the chance IS. 10%? 25%? 50%? When I tried out the knockback bolts, I noticed it was pretty rare, but I think that's just because everybody I was hitting was passing their physical resistance check.
Interestingly, the game appears to have no cursed items, i.e. things that have only negative (red) (reduction) properties only. There are some things that combine negative with positive properties, but nothing that's negative only. (Obviously, to make cursed items ... cursed, you have to prevent players from removing them without a remove curse mechanic.)
I find interesting what's not there.
No properties that augment skills (herbalism, poison making, etc.)
No properties that confer bonus talents that you don't have already (like a shield that would give you Shield Bash if you didn't have it already).
No on hit properties to drain mana or stamina ... though there are poisons that do that.
No properties to give you bonus attribute or talent or specialization points to spend yourself (although I know the tomes do do this but I'm talking about something that would give you those points when equipped).
No healing property ... by that, I mean, yes of course, there are health poultices in the game but it seems impossible to have a magic wand or staff or item of that type that could heal others ... let alone revive them.
No immunity items. While it is possible to make an item that gives you a 100% physical resistance or 100% mental resistance, you can't make an item that makes you immune to stuns, immune to mind control, immune to backstabs, immune to crits, immune to paralysis, etc., etc.
No items to help your rogue disarm traps (as opposed to find them), open locks, or augment stealth or stealing.
No on hit dispel magic/debuff property.
I double clicked on the file & it opened in Excel Viewer.
Anyway ...
There are a large number of things in that file with the comment Not Implemented ... does that mean they are, ... well .... not implemented?
I mean, Weakens Nearby Darkspawn is Not Implemented. My guess is that means it's not working yet. BTW, what it's supposed to do is debuff all darkspawn within 5m, I guess if they have any buffs on them the aura removes them. (And here I thought it reduced their strength, or damage, or something.) Now BTW I thought it was cool Asturian's Might had this property ... but if this property is Not Implemented ... I guess that means it isn't really doing anything.
Now BTW I had no idea if Rapid Aim is tiered or not but I notice that there is indeed a "Faster Aim" property and it does increase per power ... so my point being obviously some items can make your aim rapid-er than others ... yet you can't tell that from the item description itself? I mean Rapid Aim doesn't tell you the degree of, errrr, rapid-er-ness.
I notice "Improves Backstabs" gives bonus damage to backstabs ... but there's nothing stated there about it being tiered by item power. So I guess it's a flat damage bonus. (But I still don't know what the exact amount is. +5? +10?)
I wonder if people know that Armor Penetration bonus is Not Implemented? So it does nothing?
"generates cleansing aura" and "generates aura of flame" are Not Implemented.
The comment for Lucky is "who knows". So it does nothing.
The % chance to ignite target (ooooh, sounds cool for a flaming sword or fire bomb) .... not implemented.
Messy Kills ... just auto-generates the "finishing blow" animation, I suppose ... but is not implemented.
Chance to ignore hostile magic ... isn't implemented!
Increased intimidation and hostility ... not implemented. (But reduced hostility/threat is.)
Increased healing and improved blood magic ... not implemented.
Improved trap detection ... not implemented.
BTW both the XP bonus and monetary bonus properties ... not implemented.
There is a not implemented property of Morrigan's Protection giving you a bonus only if she's in the party ... I'm gonna guess that was supposed to be the original property of her ring she gives you.
The damage bonuses vs. darkspawn, dragons, spirits, fade creatures, beasts ... not implemented! (However it seems the damage bonus vs. runes, Silverite and Cold Iron, DO work.)
There's a Explosive property (I'm guessing that's a real AoE explosion centered on the target, was looking for something like it) ... not implemented ... and Weakens & Bloodies Target with Gore property ... not implemented.
Vicious says ... "may cause bleeding" ... but doesn't state the chance of this happening, or the level of bleeding damage (1 hp/sec?) However, it is implemented.
Mage slaver (spell interruption) ... not implemented (too bad, would be great for templar weapons).
Massive damage to darkspawn ... = massive damage to darkspawn. But what's massive? 10 points? 20 points? 50 points? Notice it says restricted to arrows only. Why?
Looks like there are fatigue reduction properties, but they are not implemented.
Also a property that will reduce the damage you take from spirits (does that mean damage you take from ghosts, or spirit damage proper)? But not implemented.
Chance to knock target back .. doesn't say what the chance IS. 10%? 25%? 50%? When I tried out the knockback bolts, I noticed it was pretty rare, but I think that's just because everybody I was hitting was passing their physical resistance check.
Interestingly, the game appears to have no cursed items, i.e. things that have only negative (red) (reduction) properties only. There are some things that combine negative with positive properties, but nothing that's negative only. (Obviously, to make cursed items ... cursed, you have to prevent players from removing them without a remove curse mechanic.)
I find interesting what's not there.
No properties that augment skills (herbalism, poison making, etc.)
No properties that confer bonus talents that you don't have already (like a shield that would give you Shield Bash if you didn't have it already).
No on hit properties to drain mana or stamina ... though there are poisons that do that.
No properties to give you bonus attribute or talent or specialization points to spend yourself (although I know the tomes do do this but I'm talking about something that would give you those points when equipped).
No healing property ... by that, I mean, yes of course, there are health poultices in the game but it seems impossible to have a magic wand or staff or item of that type that could heal others ... let alone revive them.
No immunity items. While it is possible to make an item that gives you a 100% physical resistance or 100% mental resistance, you can't make an item that makes you immune to stuns, immune to mind control, immune to backstabs, immune to crits, immune to paralysis, etc., etc.
No items to help your rogue disarm traps (as opposed to find them), open locks, or augment stealth or stealing.
No on hit dispel magic/debuff property.
#4
Posté 14 février 2010 - 10:21
You are aware that you can implement the not implemented properties and make new ones right? if you want a healing property then add one. it's just expanding the core scripts and making .m2da's.
so whatever it is you want; you can make it.
so whatever it is you want; you can make it.
#5
Posté 14 février 2010 - 10:27
what if NOT IMPLEMENTED simply means that there is no weapon they made that uses that property?
btw, i always thought that 'weakens nearby darkspawn' meant that while you were close to darkspawn your stats lowered
btw, i always thought that 'weakens nearby darkspawn' meant that while you were close to darkspawn your stats lowered
#6
Posté 15 février 2010 - 01:07
Some (and only some) of the properties annotated as "not implemented" can be found on OC items and seems to be actually working, so these comments are to be taken with a pinch of salt.
#7
Posté 15 février 2010 - 02:24
CID-78 wrote...
You are aware that you can implement the not implemented properties and make new ones right?
I'm not a talented enough modder to make my own properties, but I have in other games made my own custom items using existing ones, and was considering doing that for this game.
The main reason I asked this question, and wanted to look through this file, was in the item editor you can assign many of these properties but there's zero exposition of what some of them do, exactly.
And that really was my question. Does not implemented mean
a) so far they haven't made any item using the property yet (although as some have said perhaps later on they did anyway)
or
so whatever it is you want; you can make it.
I'm sure. I'm just waiting for a better modder than me, though, to make something like one of the Forge modules they made for NWN2. In one of those modules, all I had to do to make a custom item was to select its properties from a series of menus, and bang, I had a custom item - which I could use in other modules. That was cool stuff.
#8
Posté 15 février 2010 - 08:46
there is already a forge module addin. i haven't tested it so i don't know how good it is.
If it says NOT IMPLEMENTED don't use it until you have verified that the code actually exist in the itemproperty core.
making new itemproperies only require scripting knowledge and to understand how to compile .m2das, this information can be found on the wiki. and scripting syntax can be learn from any C book.
if your complete newbiee it means a few weeks before you can start working on your project.
If it says NOT IMPLEMENTED don't use it until you have verified that the code actually exist in the itemproperty core.
making new itemproperies only require scripting knowledge and to understand how to compile .m2das, this information can be found on the wiki. and scripting syntax can be learn from any C book.
if your complete newbiee it means a few weeks before you can start working on your project.





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