Difference between revisions of "Modifying spells and abilities for Dragon age 2"

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== Required tools ==
 
== Required tools ==
 
* elys's [http://www.dragonagenexus.com/downloads/file.php?id=214 GDApp - GDA Editor]
 
* elys's [http://www.dragonagenexus.com/downloads/file.php?id=214 GDApp - GDA Editor]
 +
* Mephales' [http://social.bioware.com/project/1936/  pyGFF tool]
  
 
== Modify spells and abilities ==
 
== Modify spells and abilities ==
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:* ''Delete all the rows of the original gda file that you have kept unchanged and save it with a unique name. This way your gda file will be compatible with all other mods except the ones that modify the same spells or abilities you've edited.''
 
:* ''Delete all the rows of the original gda file that you have kept unchanged and save it with a unique name. This way your gda file will be compatible with all other mods except the ones that modify the same spells or abilities you've edited.''
  
== Columns in the ability base gda file (abi_base.gda) ==
+
== Related Pages ==
These are the columns that are contained in the spells and abilities gda file, and their contents:
 
  
=== Generic properties columns ===
+
[[Abi_base.gda]]
{| border="1" cellpadding="2"
 
! width="120 px"| Column
 
! Description
 
|-
 
| '''ID'''
 
| Number that is used as unique identifier of the spell. For example, for the Arcane Shield spell the identifier is 304040
 
|-
 
|  '''Label'''
 
| Name of the spell or ability. For the Arcane Shield spell it is MAGE_ARCANE_ARCANE_SHIELD. The name is usually made of:
 
* who can cast the spell (Mage, Rogue, Warrior, Monster, ...)
 
* the tree where the spell is (Arcane, Entropy, Duelist, Berseker, ...). If the tree is one that belongs to a companion, the tree is identified by the name of the companion plus the name of the tree (Fenris_Lyrium, Varric_Marksman, Anders_Vengeance, ...)
 
* the name of the spell (Arcane Shield, Aura, Silence, ...) Note that the numeric values for string_name, string_sdscription, and $1ABD6665 refer to IDs in the [[TLK]] files, e.g. core_en-us.tlk.
 
|-
 
| '''string_name'''
 
| TLK ID for name value e.g. for the Arcane Shield spell it is 6184464
 
|-
 
| '''string_description'''
 
| TLK ID for description text e.g. for the Arcane Shield spell it is 6184766
 
|-
 
| '''$1ABD6665'''
 
| TLK Id for the spell/ability effect template e.g. for the Arcane Shield spell it is 6204883
 
|-
 
| '''icon'''
 
|  Icon image that is shown for this spell. For the Arcane Shield it is mage_ArcaneShield
 
|-
 
| '''$BE5E5317'''
 
| Unknown. Known values are: 2, 8, 2048, 2052, 4096, 6144, 6176. Likely a binary expansion. Allowed values are probably: 1,2,4,8,16,32,64, etc, and combinations thereof. For example: 6144 is really 4096 + 2048 which would imply both effects are active. Likewise, 2052 is just 2048 + 4 which would also imply that 4 is a valid value, despite not appearing on its own. What these effects are is not known at the moment.
 
|}
 
 
 
=== Prerequisites columns ===
 
{| border="1" cellpadding="2"
 
! width="120 px"| Column
 
! Description
 
|-
 
| '''$34FDF97C'''
 
| References itself or another skill in the same tree. Purpose unknown.
 
|-
 
| '''$E34F30D9'''
 
| References itself or another skill in the same tree. Purpose unknown.
 
|-
 
| '''$2871D9F7'''
 
| Always blank. Effect unknown. Likely a reserved space for future use.
 
|-
 
| '''$B2DE6B6B'''
 
| Contains the identifier of one of the spells that are before this one in the spell tree and are a prerequisite for being able to acquire this spell. For the Arcane Shield spell it is 304001, that is the identifier of the Arcane initial spell (MAGE_ARCANE_ROOT). For upgrades it contains the identifier of the main spell the upgrade applies to
 
|-
 
| '''$99F338A8'''
 
| Contains the identifier of a second spell that that is before this one in the spell tree and is a prerequisite for being able to acquire this spell. For the Arcane Shield spell it is 0, as it doesn't requires that you have acquired two other specific spells to acquire it
 
|-
 
| '''$80E809E9'''
 
| Contains the identifier of a third spell that that is before this one in the spell tree and is a prerequisite for being able to acquire this spell. For the Arcane Shield spell it is 0, as it doesn't requires that you have acquired three other specific spells to acquire it
 
|-
 
| '''$0CA45F1D'''
 
| Contains the identifier of the spell that is a prerequisite to acquire this spell but that is not before this one in the spell tree. For example, for the Aveline's friendship spell, this column contains the identifier of the WARRIOR_AVALINE_FRIENDSHIP_PREREQ spell that indicates the prerequisites that Aveline has to fulfill to acquire the spell.
 
|-
 
| '''prereq_investment'''
 
| Indicates how many other spells of the same tree are required to unlock this skill. For example: Zero (0) indicates that you no prior same-tree skills are required and Two (2) indicates that you need to acquire at least 2 other skills (including upgrades) from the same tree.
 
|-
 
| '''prereq_level'''
 
| indicates the lowest level required to be able to acquire this spell. Ten (10) indicates that you need to be at least level 10, and zero (0) means there is no level requiremennt.
 
|}
 
 
 
=== Next columns ===
 
{| border="1" cellpadding="2"
 
! width="120 px"| Column
 
! Description
 
|-
 
| '''$535458ED'''
 
| It has a value of 0 for all spells and abilities. Likely cut/reserved.
 
|-
 
| '''$2150237A'''
 
| It has a value of 0 for all spells and abilities. Likely cut/reserved.
 
|-
 
| '''$78790B2E'''
 
| It has a value of 0 for all spells and abilities. Likely cut/reserved.
 
|-
 
| '''$0A7D70B9'''
 
| It has a value of 0 for all spells and abilities. Likely cut/reserved.
 
|-
 
| '''$AFE104A2'''
 
| Horizontal position for the icon within the skill tree.
 
|-
 
| '''$B6FA35E3'''
 
| Vertical position for the icon within the skill tree.
 
|}
 
 
 
=== Upgrades columns ===
 
{| border="1" cellpadding="2"
 
! width="120 px"| Column
 
! Description
 
|-
 
| '''upgrade_1'''
 
| Contains the identifier of a skill that is an upgrade to this one. For the Arcane Shield spell this is 304041 that is the identifier of the MAGE_ARCANE_ARCANE_SHIELD_UPGRADE_1 spell. This value is set to 0 in the upgrades
 
|-
 
| '''upgrade_2'''
 
| Contains the identifier of a second skill that is an upgrade to this one. For the Arcane Shield spell this is 304042 that is the identifier of the MAGE_ARCANE_ARCANE_SHIELD_UPGRADE_2 spell. This value is set to 0 in the upgrades
 
|-
 
| '''upgrade_3'''
 
| Contains the identifier of a third skill that is an upgrade to this one. For the Arcane Shield spell this is 0 because it only has two upgrades
 
|-
 
| '''upgrade_4'''
 
| Contains the identifier of a fourth skill that is an upgrade to this one. For the Arcane Shield spell this is 0 because it only has two upgrades
 
|}
 
 
 
=== User Effects columns ===
 
*Applies effect to the user of the skill/spell. Typically immunity to another effect.
 
{| border="1" cellpadding="2"
 
! width="120 px"| Column
 
! Description
 
|-
 
| '''$7FB0AE9F'''
 
| Refers to skill effect found in effects.gda. e.g. 333 refers to EFFECT_TYPE_KNOCKDOWN_IMMUNITY which provides the knockdown immunity effect as in Aveline's Indomitable ability.
 
|-
 
| '''$549DFD5C'''
 
| Also refers to skill effect found in effects.gda. e.g. 358 refers to EFFECT_TYPE_STUN_IMMUNITY which provides the stun immunity effect as in Aveline's Indomitable ability.
 
|-
 
| '''flags'''
 
| it is different than 0 only for ABILITY_INVALID where it has a value of 1. Likely means the skill is disabled, or not invokable.
 
|}
 
 
 
=== Category columns ===
 
{| border="1" cellpadding="2"
 
! width="120 px"| Column
 
! Description
 
|-
 
| '''type_category'''
 
| indicates the type of the spell. The values indicate (as set in the abilitytype.gda file):
 
* 0 = Invalid
 
* 1 = Talent
 
* 2 = Spell
 
* 3 = Skill
 
* 4 = Item (potions, poisons, etc)
 
* 5 = Upgrade
 
* 6 = Special Upgrade (e.g. Varric only)
 
|-
 
| '''$C04C7DA3'''
 
| Values are 0 - 2. Use unknown.
 
|-
 
| '''type_cost'''
 
| Values are 0 or 1. 0 indicates the spell has no cost associated with it.
 
|-
 
| '''type_use'''
 
| It indicates how the spell or ability is used. The values indicate (as set in the abilityusetype.gda file):
 
* 0 = Invalid spell or ability
 
* 1 = Active spell or ability
 
* 2 = Sustained spell or ability
 
* 3 = Passive spell or ability
 
* 4 = Upgrade spell or ability
 
|}
 
 
 
=== Cost and cooldown columns ===
 
{| border="1" cellpadding="2"
 
! width="120 px"| Column
 
! Description
 
|-
 
| '''Cost'''
 
| indicates the cost in either stamina or mana that is required to cast the spell. For the Arcane Shield spell it is 20, that indicates that it costs a 20% of mana to sustain it.
 
|-
 
| '''cooldown'''
 
| indicates the time in seconds that has to pass to be able to cast the spell again. For the Arcane Shield spell it is 5
 
|-
 
| '''cooldown_group'''
 
| Specifies the ID of the group to which this belongs for shared cooldowns. e.g. ITEM_CRAFTED_POTION_01_ELFROOT belongs to group 501000 which is ITEM_POTION_HEALTH. Also used extensively for monster skill cooldowns.
 
|}
 
 
 
=== Target columns ===
 
{| border="1" cellpadding="2"
 
! width="120 px"| Column
 
! Description
 
|-
 
| '''$91C88311'''
 
| It can have a value of 0 or 1. For the Arcane Shield spell it is 1. Purpose Unknown
 
|-
 
| '''target_type'''
 
| indicates the type of the target of the spell or ability. The values indicate (as set in the tacticstargetstypes.gda file):
 
* 1 = Self
 
* 2 = Ally
 
* 3 = Enemy
 
* 4 = Placeable
 
* 5 = Hero (only used by enemies spells and abilities)
 
* 8 = CUT (only used by enemies spells and abilities)
 
* 9 = CUT (only used by enemies spells and abilities)
 
* 12 = CUT
 
* 15 = CUT
 
|-
 
| '''target_auto'''
 
| Indicates whether or not the spell or skill is immediately applied to the currently targeted creature, player, or caster, or if it requires user interaction. It can have a value of 0 or 1. For the Arcane Shield spell it is 1
 
|-
 
| '''target_range'''
 
| For spells that have an area of effect, it is different than 0. For example for ROGUE_ARCHERY_RAIN it has a value of 5.
 
|-
 
| '''$650E5503'''
 
| For spells that have an area of effect, it is different than 0. For example for ROGUE_ARCHERY_RAIN it has a value of 2
 
|-
 
| '''projectile'''
 
| indicates the projectile the spell or ability uses. A value of 0 indicates that it uses no projectile, like in the case of the Arcane Shield spell. A negative value indicates repulsion as used by some of Varric's abilities.
 
|-
 
| '''projectile_secondary'''
 
| if the spell or ability has a secondary projectile. It is set to 0 for most of the spells and abilities
 
|}
 
 
 
==== Area of effect columns ====
 
'''''Note:''' The actual values for the size and shape of the Area of effect of a spell are stored in the persistent.gda file that it is inside your \Program Files\Electronic Arts\Dragon Age II\packages\core\data\2da.rim file. You can extract it using [http://social.bioware.com/project/1936/ Mephales' pyGFF tool]''
 
 
 
{| border="1" cellpadding="2"
 
! width="120 px"| Column
 
! Description
 
|-
 
| '''aoe_primary'''
 
| contains the identifier of the primary area of effect. For the Cone of Cold spell (MAGE_PRIMAL_1_CONE_OF_COLD) it has a value of 301020. In the persistent.gda file this AoE is defined as having a semi-circle shape (first column = 2. A value of 1 in this column would mean a spheric shape) and a radius of 6 m, i.e. a diameter of 12 m (second column of the file = 6)
 
|-
 
| '''$11FF8752'''
 
| for the Cone of Cold spell it has a value of 300401
 
|-
 
| '''aoe_secondary'''
 
| indicates the secondary area of effect. For the Firestorm spell (MAGE_PRIMAL_1_INFERNO) it has a value of 301042
 
|-
 
| '''$84C3D6DA'''
 
| for the Firestorm spell (MAGE_PRIMAL_1_INFERNO) it has a value of 300503
 
|}
 
 
 
=== Visual effects columns ===
 
{| border="1" cellpadding="2"
 
! width="120 px"| Column
 
! Description
 
|-
 
| '''Animation'''
 
| For the Arcane Shield spell it has a value of 300000
 
|-
 
| '''$D050C209'''
 
| For the Arcane Shield spell it has a value of 301500
 
|-
 
| '''$B77347EA'''
 
| It has a value of 0 for all spells except for ABILITY_INVALID where it is set to 1
 
|-
 
| '''$420BEBDD'''
 
| It has a value of 0 for all spells except for ABILITY_INVALID where it is set to 1
 
|-
 
| '''$25393883'''
 
| It has a value of 0 for all spells except for ABILITY_INVALID where it is set to 1
 
|-
 
| '''animation_base'''
 
| contains the path to the file with the animation. It is set to blank for all spells and abilities except for some ambient abilities (like AMBIENT_PACKAGE_SITTING where it is set to art\Characters\playercharacter\humanmale\Animation\BlendTree\humanoid_ambient_sitting.anb) and some enemies spells
 
|-
 
| '''animation_override'''
 
| contains the path to the file with the animation. It is set to blank for all player and allies spells and abilities except for the WARRIOR_WEAPON_AND_SHIELD_DEFENSE ability where it is set to Art\Characters\PlayerCharacter\HumanMale\Animation\BlendTree\ShieldDefence_Override.anb
 
|-
 
| '''$FAE02D96'''
 
| contains the path to the file with the animation. It is set to blank except for some enemies spells and abilities
 
|-
 
| '''$86538AF0'''
 
| it is set to 0 for all spells and abilities
 
|-
 
| '''draw_weapon'''
 
| it has values 0 or 1. For the Arcane Shield spell it is set to 1
 
|-
 
| '''weapon_trail'''
 
| this can only haev a value different than 0 if the previous column (draw_weapon) is set to 1. For the Arcane Shield spell it has a value of 300
 
|-
 
| '''ai_threat'''
 
| It has a value of 0 for all spells except for ABILITY_INVALID where it is set to 1
 
|-
 
| '''Script'''
 
| contains the name of the file with the script used by the spell or ability. For the Arcane Shield spell it is set to dae_mage_modal.ncs
 
|-
 
| '''$CAC62EDA'''
 
| it cointains a 0 or a 1. For the Arcane Shield spell it is set to 1
 
|-
 
| '''$7F8EACFE'''
 
| it cointains a 0 or a 1. For the Arcane Shield spell it is set to 1
 
|-
 
| '''$E8EFCE00'''
 
| it has a value of 0 for all spells except for ABILITY_INVALID where it is set to 1
 
|}
 
 
 
====Visual models columns ====
 
'''''Note:''' The default file that contains the list of the visual effects models and their identifiers is called vfs_base.gda and it is inside your \Program Files\Electronic Arts\Dragon Age II\packages\core\data\2da.rim file. You can extract it using [http://social.bioware.com/project/1936/ Mephales' pyGFF tool]''
 
 
 
{| border="1" cellpadding="2"
 
! width="120 px"| Column
 
! Description
 
|-
 
| '''$BC1BA37F'''
 
| it contains the identifier of the first visual model of the spell. For Isabella's ability ROGUE_ISABELLA_SWASHBUCKLER_FLICKER it is 203801, and for the BASIC_STAFF_EXTREME_FRONT_5 it is 300113
 
|-
 
| '''$9736F0BC'''
 
| it contains the identifier of a second visual model of the spell. Isabella's ability ROGUE_ISABELLA_SWASHBUCKLER_FLICKER it is 203802, and for the BASIC_STAFF_EXTREME_FRONT_5 it is 300128
 
|-
 
| '''$8E2DC1FD'''
 
| it contains the identifier of a third visual model of the spell. Isabella's ability ROGUE_ISABELLA_SWASHBUCKLER_FLICKER it is 203803, and for the BASIC_STAFF_EXTREME_FRONT_5 it is 300143
 
|-
 
| '''$C16C573A'''
 
| it contains the identifier of a fourth visual model of the spell. Isabella's ability ROGUE_ISABELLA_SWASHBUCKLER_FLICKER it is 203804,  and for the BASIC_STAFF_EXTREME_FRONT_5 it is 300158
 
|-
 
| '''$C16C573A'''
 
| it contains the identifier of a fifth visual model of the spell. Isabella's ability ROGUE_ISABELLA_SWASHBUCKLER_FLICKER it is 203805, and for the BASIC_STAFF_EXTREME_FRONT_5 it is 300173
 
|-
 
| '''$F35A35B8'''
 
| it contains the identifier of a sixth visual model of the spell. Isabella's ability ROGUE_ISABELLA_SWASHBUCKLER_FLICKER it is 203806, and for the BASIC_STAFF_EXTREME_FRONT_5 it is 300188
 
|-
 
| '''$EA4104F9'''
 
| it contains the identifier of a seventh visual model of the spell. It is set to 0 for all spells and abilities except the ABILITY_INVALID where it is 1 and the BASIC_STAFF_EXTREME_FRONT_5 where it is 300114
 
|-
 
| '''$6DD91836'''
 
| it contains the identifier of a eighth visual model of the spell. It is set to 0 for all spells and abilities except the ABILITY_INVALID where it is 1 and the BASIC_STAFF_EXTREME_FRONT_5 where it is 300129
 
|-
 
| '''$74C22977'''
 
| it contains the identifier of a ninth visual model of the spell. It is set to 0 for all spells and abilities except the ABILITY_INVALID where it is 1 and the BASIC_STAFF_EXTREME_FRONT_5 where it is 300144
 
|-
 
| '''$79E70F7C'''
 
|  it contains the identifier of a tenth visual model of the spell. It is set to 0 for all spells and abilities except the ABILITY_INVALID where it is 1 and the BASIC_STAFF_EXTREME_FRONT_5 where it is 300159
 
|-
 
| '''$60FC3E3D'''
 
| it contains the identifier of a eleventh visual model of the spell. It is set to 0 for all spells and abilities except the ABILITY_INVALID where it is 1 and the BASIC_STAFF_EXTREME_FRONT_5 where it is 300174
 
|-
 
| '''$4BD16DFE'''
 
| it contains the identifier of a twelfth visual model of the spell. It is set to 0 for all spells and abilities except the ABILITY_INVALID where it is 1 and the BASIC_STAFF_EXTREME_FRONT_5 where it is 300189
 
|}
 
 
 
=== Effects columns ===
 
{| border="1" cellpadding="2"
 
! width="120 px"| Column
 
! Description
 
|-
 
| '''effect_1'''
 
| It has a value of 0 for all spells except for ABILITY_INVALID where it is set to 1
 
|-
 
| '''effect_2'''
 
| It has a value of 0 for all spells except for ABILITY_INVALID where it is set to 1
 
|-
 
| '''effect_3'''
 
| It has a value of 0 for all spells except for ABILITY_INVALID where it is set to 1
 
|-
 
| '''effect_4'''
 
| It has a value of 0 for all spells except for ABILITY_INVALID where it is set to 1
 
|-
 
| '''effect_5'''
 
| It has a value of 0 for all spells except for ABILITY_INVALID where it is set to 1
 
|-
 
| '''effect_6'''
 
| It has a value of 0 for all spells except for ABILITY_INVALID where it is set to 1
 
|-
 
| '''effect_7'''
 
| It has a value of 0 for all spells except for ABILITY_INVALID where it is set to 1
 
|-
 
| '''effect_8'''
 
| It has a value of 0 for all spells except for ABILITY_INVALID where it is set to 1
 
|-
 
| '''effect_9'''
 
| It has a value of 0 for all spells except for ABILITY_INVALID where it is set to 1
 
|-
 
| '''effect_10'''
 
| It has a value of 0 for all spells except for ABILITY_INVALID where it is set to 1
 
|}
 
 
 
==== Passive effects columns ====
 
'''''Note:''' The default file that contains the list of the passive effects available and their identifiers is called passive_abilities.gda. The first column of this file (property) contains the identifier of the property the ability modifies, and the second column (modifier) the value in which the property is modified. The list of available properties and their identifiers is called properties.gda. Both gda files are inside your \Program Files\Electronic Arts\Dragon Age II\packages\core\data\2da.rim file. You can extract them using [http://social.bioware.com/project/1936/ Mephales' pyGFF tool]''
 
 
 
{| border="1" cellpadding="2"
 
! width="120 px"| Column
 
! Description
 
|-
 
| '''passive_1'''
 
| it contains the identifier of the first passive ability the spell modifies. For example, for the complete set bonus of the Fallen armour set ITEM_SET_WARRIOR_01, this is set to 40000.  In the passive_abilities.gda file it is stated that the 40000 identifier changes the property 1 (which is Strength, according to the properties.gda file), adding + 1
 
|-
 
| '''passive_2'''
 
| it contains the identifier of a second passive ability the spell modifies. For example, for the complete set bonus of the Fallen armour set ITEM_SET_WARRIOR_01, this is set to 40001.  In the passive_abilities.gda file it is stated that the 40001 identifier changes the property 7 (which is Health, according to the properties.gda file), adding + 20
 
|-
 
| '''passive_3'''
 
| it contains the identifier of a third passive ability the spell modifies
 
|-
 
| '''passive_4'''
 
| it contains the identifier of a fourth passive ability the spell modifies
 
|-
 
| '''passive_5'''
 
| it contains the identifier of a fifth passive ability the spell modifies. For example, for the complete set bonus of the Stonehammer armour set ITEM_SET_WARRIOR_02, this is set to 40011.  In the passive_abilities.gda file it is stated that the 40001 identifier changes the property 44 (which is Armor_Absolute, according to the properties.gda file), adding + 5%
 
|-
 
| '''passive_6'''
 
| it contains the identifier of a sixth passive ability the spell modifies
 
|-
 
| '''passive_7'''
 
| it contains the identifier of a seventh passive ability the spell modifies
 
|-
 
| '''passive_8'''
 
| it contains the identifier of a eighth passive ability the spell modifies
 
|-
 
| '''passive_9'''
 
| it contains the identifier of a ninth passive ability the spell modifies
 
|-
 
| '''passive_10'''
 
| it contains the identifier of a tenth passive ability the spell modifies
 
|}
 
 
 
==== Other effects columns ====
 
{| border="1" cellpadding="2"
 
! width="120 px"| Column
 
! Description
 
|-
 
| '''float_1'''
 
| indicates the damage the spell or ability does. For example, for the Crushing Prison spell (MAGE_ARCANE_CRUSHING) it is set to 10,7720003128052
 
|-
 
| '''float_2'''
 
| indicates the force of the spell or ability. For example, for the Mind Blast spell (MAGE_ARCANE_MIND_BLAST) it is set to 6
 
|-
 
| '''float_3'''
 
| indicates the duration of the spell or ability in seconds. For example, for the Rogue Confusion ability it is set to 10
 
|-
 
| '''float_4'''
 
| indicates the strike interval in seconds. For example, for the Tempest upgrade spell (MAGE_PRIMAL_2_TEMPEST_UPGRADE_1) it is set to -2, indicating that the striking interval for the Tempest spell is reduced by two seconds
 
|-
 
| '''float_5'''
 
| indicates the damage the spell does. For example, for Anders' Vengeance spell (MAGE_ANDERS_VENGEANCE_VENGEANCE) it is set to 10, and for the Warrior Shield Defense ability (WARRIOR_WEAPON_AND_SHIELD_DEFENSE) it is set to -25, indicating a reduction in the damage done
 
|-
 
| '''float_6'''
 
| indicates deffense or damage ressitance increased by the spell. For example, for Anders' Vengeance spell (MAGE_ANDERS_VENGEANCE_VENGEANCE) it is set to -50, indicating a reduction in damage ressitance, and for the Warrior Shield Defense ability (WARRIOR_WEAPON_AND_SHIELD_DEFENSE) it is set to 25
 
|-
 
| '''float_7'''
 
| what this value indicates depends on the spell or ability. For example, for Varric's Embellishment ability (ROGUE_VARRIC_MARKSMAN_SELF_SONG_UPGRADE_1) it has a value of 30 that indicates +30% critical damage, while for the Deep Freeze spell (MAGE_PRIMAL_1_CONE_OF_COLD_UPGRADE_1) it has a value of 0,200000002980232 that indicates a brittle chance of 20% vs. frozen targets
 
|-
 
| '''float_8'''
 
| what this value indicates depends on the spell or ability. For example, for Varric's Embellishment ability (ROGUE_VARRIC_MARKSMAN_SELF_SONG_UPGRADE_1) it has a value of 20 that indicates +20% attack and movement speed, while for the Fearless Synergy ability (WARRIOR_GENERAL_2_SYNERGY_UPGRADE_1) it has a value of 0,5 that indicates a 50% of threat transfer from companions to warrior
 
|-
 
| '''float_9'''
 
| what this value indicates depends on the spell or ability. For example, for the Hero's Synergy
 
ability (WARRIOR_GENERAL_2_SYNERGY_UPGRADE_2) it has a value of 0,25 that indicates a 25% of damage transfer from companions to warrior
 
|-
 
| '''float_10'''
 
| it only has a value different than 0 for the Entropic Cloud spell (MAGE_ENTROPY_ENTROPIC_CLOUD), where it is 10; the En Garde ability (ROGUE_DUELIST_DUELLING_UPGRADE_2) where it is 1,25 and the ABILITY_INVALID where it is 1
 
|-
 
| '''float_11'''
 
| indicates enemy damage ressistance. It is only different than 0 in the Death Cloud spell (MAGE_ENTROPY_ENTROPIC_CLOUD_UPGRADE_1) where it has a value of -25 and the ABILITY_INVALID where it is 1
 
|-
 
| '''float_12'''
 
| indicates enemy attack and movement speed. It is only different than 0 in the Death Cloud spell (MAGE_ENTROPY_ENTROPIC_CLOUD_UPGRADE_1) where it has a value of -50 and the ABILITY_INVALID where it is 1
 
|}
 
 
 
=== Visual effects columns (II) ===
 
{| border="1" cellpadding="2"
 
! width="120 px"| Column
 
! Description
 
|-
 
| '''int_1'''
 
| it has a value of 69 for the Cone of Cold spell
 
|-
 
| '''int_2'''
 
| it has a value of 207022 for the Decoy ability (ROGUE_SHADOW_DECOY)
 
|-
 
| '''int_3'''
 
| it has a value of 207020 for the Decoy ability (ROGUE_SHADOW_DECOY)
 
|-
 
| '''$A3229E72'''
 
| contains the name of the file with the animation the spell plays. For the Arcane Shield spell and its upgrades it is abi_m_arcane_shield.bnk
 
|-
 
| '''$5E1D8474'''
 
| it is set to blank for all spells and abilities
 
|-
 
| '''$47AEAB21'''
 
| contains the name of the animation played when casting the spell or ability. For the Arcane Shield spell and its upgrades it is Play_m_cus_arcaneshield_cast
 
|-
 
| '''$297D9D31'''
 
| it is only different than blank for the Decoy ability (ROGUE_SHADOW_DECOY) where it is gencr_decoy.utc
 
|-
 
| '''$080D1434'''
 
| it has a value of 14 for the Decoy ability (ROGUE_SHADOW_DECOY)
 
|}
 
  
  
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* Signo Vir's readme of his mod [http://www.dragonagenexus.com/downloads/file.php?id=2601 Sustained Visuals Disabled]
 
* Signo Vir's readme of his mod [http://www.dragonagenexus.com/downloads/file.php?id=2601 Sustained Visuals Disabled]
  
[[Category:Dragon_Age]]
+
[[Category: Mod Creation]]
[[Category:Toolset]]
+
[[Category:Dragon_Age_II]]
 
[[Category:Tutorials]]
 
[[Category:Tutorials]]

Latest revision as of 14:58, 15 November 2018

Overview

This tutorial shows how to edit the gda file that contains the values used by the spells and abilities in Dragon Age 2. You can follow this tutorial to modify how spells and abilities work in your game or to make two mods that modify the same spells and abilities compatible.

Required tools

Modify spells and abilities

Spells and abilities gda file
Arcane shield spell row
Lock columns
  1. Download and unzip elys's tool GDApp - GDA Editor. You can unzip this tool anywhere in your PC.
  2. Run GDApp.exe and open the gda file that contains the spells by selecting the menu option File -> Open and then the gda file. Your file will look like the one shown in picture Spells and abilities gda file.
    Note: The default file that contains all spells and abilities is called abi_base.gda and it is inside your \Program Files\Electronic Arts\Dragon Age II\packages\core\data\2da.rim file. You can extract it using Mephales' pyGFF tool.
  3. In the Label column you can see the name of the spell or ability. Browse down until you find the one you want to modify.
  4. In this example we are going to hide the visual effect of the Arcane Shield spell, so we will browse down until finding the MAGE_ARCANE_ARCANE_SHIELD row as shown in picture Arcane shield spell row. All properties of the spell are set in this line.
  5. To hide the visual effects of the spell we will have to set to 0 or blank two columns:
    1. $BC1BA37: that contains the visual model used by the spell
    2. $A3229E72: that contains the animation used by the spell
  6. Browse to the right until you find those columns.
    Note: You can lock the two first left columns setting a 2 in the Left columns locked box as shown in picture in picture Lock columns. This way you can browse the columns to the right but you will always see the two first columns that include the name of the spell. This will help you to modify only the values of the row you want to.
  7. Type 0 (zero) on the $BC1BA37 column to replace the original value (301501 for the Arcane Shield spell) and press enter.
  8. Delete (using the Backspace key) the existing value on the column $A3229E72 (abi_m_arcane_shield.bnk for the Arcane Shield spell) and press enter
  9. You'll see that on the rows just below the one you are modifying there are the properties of the two improvements the Arcane Shield spell has: MAGE_ARCANE_ARCANE_SHIELD_UPGRADE_1 and MAGE_ARCANE_ARCANE_SHIELD_UPGRADE_2. Repeat the process on the $BC1BA37 and $A3229E72 of their lines.
  10. Save the modified file using the menu option File -> Save and entering the name of the gda file, and place it into your override folder.
  11. Play and enjoy!
Notes:
  • If the spell or ability you have modified was already active in your game you won't see the changes. Deactivate it and cast it again and then you should see the changes in your game.
  • Delete all the rows of the original gda file that you have kept unchanged and save it with a unique name. This way your gda file will be compatible with all other mods except the ones that modify the same spells or abilities you've edited.

Related Pages

Abi_base.gda


Source