From: Laszlo T. <ave...@us...> - 2004-11-27 10:30:51
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Update of /cvsroot/gemrb/gemrb/gemrb/docs/en/Tables In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv32688 Added Files: avatars.txt fonts.txt randitem.txt table_template.txt Log Message: Added some GemRB table docs (avatars, fonts, randitem) --- NEW FILE: table_template.txt --- Description: Columns: Rows: Example: --- NEW FILE: avatars.txt --- Description: This table lists the avatar animations. PST has a slightly different animation scheme, this could be turned on by the OneByteAnimationID option (in gemrb.ini). When it is on, the high byte of the animation ID will control the palette flag thus eliminating the need of the PALETTE column. Columns: AT_1 - first armour level animation prefix AT_2 - second armour level animation prefix AT_3 - third armour level animation prefix AT_4 - fourth armour level animation prefix TYPE - the animation scheme 0 - Many files, this is the avatar animation of BG2. 1 - The whole animation is in one file. Scheme is: [NAME][G1]. There are 16 orientations. 2 - The whole animation is in four files. Scheme is: [NAME][G1-2][/E]. 3 - The whole animation is in two files. Scheme is: [NAME][G1][/E]. 4 - Many files (simular to 0), but all with G. Scheme is: [NAME][G][1-2][1-6]. 5 - ? 6 - BG2 style animation. Scheme is:[NAME][ACTIONCODE][/E]. The G1 code contains many sequences. (5 orientations). 7 - Bird animations, one file, only movement with orientations. 8 - Six files contain the whole animation. Scheme is:[NAME][G1-3][/E] 9 - IWD style animation. Scheme is:[NAME][ACTIONTYPE][/E]. The main difference from 6 is that instead of G1, it has separate bams for many actions. (9 orientations). 10-15 reserved for non pst anims 16 - full PST style animation. Scheme is:[C/D][ACTIONTYPE][NAME][B] 17 - stand still animation (no orientations) 18 - stand still animation with orientations 19 - full PST animation without different stc/std sequences SPACE - the personal space of the creature PALETTE - set it to 1 if the animation has its own palette (0 for fake colored avatars). Not needed if OneByteAnimation was set. Rows: each row begins with a hexadecimal Animation ID. One or two bytes. Example: the wyvern animation AT_1 AT_2 AT_3 AT_4 TYPE SPACE PALETTE 0x1000 MWYV MWYV MWYV MWYV 2 5 1 --- NEW FILE: fonts.txt --- Description: This table lists fonts. Only fonts listed here could be used as a font resource. Columns: RESREF - the .bam ResRef of the font NEED_PALETTE - if the font has no own palette, set this to 1 FIRST_CHAR - usually 0, it contains the first printable character of the font. Rows: <rowcount> - make sure the 9. font is a 'normal' font. Used for floating texts. (this is a hacked legacy feature, it may go away). Example (BG2): RESREF NEED_PALETTE FIRST_CHAR 0 NORMAL 1 0 1 NUMBER 0 47 2 INITIALS 0 0 --- NEW FILE: randitem.txt --- Description: The randitem.2da file serves as a compatibility switch between different engine versions. It contains the ResRef for the gold item and it is the root table for random item tables. Two major random item distributions are allowed: multiple tables or single table. To have a single table, the second row (RND) must contain two ResRefs. More rows will follow with the table prefixes. The table prefixes must not exceed 6 characters in length. It may also contain two ResRefs for original game engine single treasure tables (no suffix). Columns: RESREF - the table names FURY_MODE - use these values in the highest difficulty level Rows: GOLD - it must be the first row, and contains the gold ResRef. When the system needs the gold item, it will use this ResRef. RND - if numeric, it contains the number of treasure tables which employ a numerical suffix (like rndequ01). If text, it contains table ResRefs. <additional> - if RND was numeric, there follows x table suffixes Example (BG2): RESREF FURY_MODE GOLD MISC07 RND 5 5 RNDEQU RNDEQUIP RNDEQUIP RNDMAG RNDMAGIC RNDMAGIC RNDSCR RNDSCROL RNDSCROL RNDTRE RNDTREAS RNDTREAS RNDWEP RNDWEP RNDWEP Example (IWD2): RESREF FURY_MODE GOLD MISC07 RND RT_NORM RT_FURY |