Modifying DA2 Spells/Abilities
Posted 19 March 2011 - 07:49 AM
Cause having a great ranged weapon combined with melee would be great.
Posted 20 March 2011 - 03:57 PM
Posted 21 March 2011 - 12:18 AM
Took a quick look at Shield defense and it seems Column 100 affects the 25% damage done reduction, and 101 is the damage resitance buff.
Granted I'm not completly sure how this all works. I'll just assume these values can be added on other upkeep spells for the same effect.
edit: Colum 100 on Elemental ward thingy covers the magic damage reduction, by now I'm just confusing myself.
Edited by neehs, 21 March 2011 - 01:54 AM.
Posted 21 March 2011 - 01:04 AM
Edited by dual1ty, 21 March 2011 - 01:15 AM.
Posted 21 March 2011 - 01:34 PM
There's another thread around here (cba searching for the URL) where we discussed how to modify talents.
The conclusion is that the fields you see in the ability.gda when you upen it with pyGFF are modifiable - those you don't, aren't.
So what this means is that if one spell stuns for 10 seconds and does 100 damage, and another does 100 damage and stuns for 10 seconds, there's a good chance you'll be able to modify the first one's stun change but not the damage, and vice versa for the second spell. As I said, lack of consistency is a staple of Bioware game files.
Also, the spell effects themselves (ie, what the spell actually does; heal, damage, buff, whatever) are hardcoded, *cannot* be changed, and refer to a script we can't, for the time being, edit. What this means is that while you can tweak some of the fields of the various spells (some will let you play with damage, others AoE, others the percentile multipliers of special effects, etc.), you can't do any real hardcore modding 'cause the spell's main effect comes through a script.
Finally, testing has showed that adding new lines in the .gda (or replacing/swapping old ones) fires the spell graphics but not the effect - again, a side effect of the fact that the .gda only holds information about secondary spell effects while the primary ones are (probably) coming from the script.
So, to conclude...
- you can't make new spells
- you can't copy/paste/reshuffle old ones
- you can't change the primary effect(s) of spells
- you *CAN* modify multipliers/damage/duration/cooldown
Edited by Sabal1984, 21 March 2011 - 01:36 PM.
Posted 22 March 2011 - 04:02 AM
Posted 22 March 2011 - 05:19 PM
Just fyi there's a total of 840 files in the 2da.rim
God I wish people would read the title/post.
I said I wanted to map what each of the *columns* does to a particular spell talent, not what each and *every one* of the spells does.
Also, FYI, the columns are the same for every spell/talent - it's their fields that differ from one ability to the next (and a lot of those are the same as well, like cooldown, duration, force, and mana).
Posted 24 March 2011 - 10:59 PM
Posted 27 March 2011 - 02:26 AM
Any progress on finding the file and location therein that contains spell aoe size? I've looked through most the the .gda files in 2da.rim and have yet to find it.
Spell AoE as well as spell casting range seems to be coming from the script(s?). There isn't a field in the .gda which controls the size of auras or the range of particular spells (for example, I wanted tweak Scythe to have about 5x range but low damage - I can lower the damage, but I can't increase its range).
Hopefully, we'll be able to mess with this once the toolset comes out.
If someone managed to find/modify these files, please post your info here.
Posted 28 March 2011 - 04:06 PM
1 is active [or an activated spell]
2 is a sustained ability
3 is a passive ability
4 is an upgrade
These are my findings so far (that haven't been mentioned here).
Edited by klowdy123, 28 March 2011 - 04:16 PM.