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Main article: 2DA Files

The combat styles are a core part of the game engine, so it should come as no surprise that the number of 2das devoted to them is rather large. The following will only be about combat movements that are style-specific. All non-style-specific combat movements like dodging, falling, jumping, fainting, etc. can be found in defaultas.2da Source-small

The basic information about styles can be found in stylesuperlist.2da Source-small, but additionally each and every style has four(!) 2das that define it individually. Their names can be found in styledata.2da Source-small. The styledata-column in stylesuperlist.2da Source-small tells you which row in styledata.2da Source-small contains the names of the four 2das.

The names of these four 2das are predictable. They only differ in the last two letters. Let's take White Demon as an example:

  • whitedemonas.2da Source-small
  • whitedemonlv.2da Source-small
  • whitedemonmv.2da Source-small
  • whitedemoncs.2da Source-small

For the sake of simplicity we will speak of *as.2das, *lv.2das, *mv.2das and *cs.2das from now on.

The internal names of stylesEdit

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The *as.2dasEdit

These 2das contain the bulk of information about a certain style: the animations, sounds, effects and visual effects (The "as" stands for "animation + sound")

column meaning
label the internal names of the four types of moves: blocks, regular attacks (sometimes also called "punches"), the strong attacks ("slams") and the area attacks ("clears"); see notes below!
anim the names of the animations in the model; see notes below!
animspeed the speed of the animation; be careful when modifying this value! styles that get too fast trip the game engine up and you'll suddenly find your character standing outside of the walkmesh (or other weird stuff)...
minrange how close the character must stand to the opponent he/she attacks
maxrange how far away from the opponent the character may stand
hdamage health damage
cdamage chi damage
fdamage focus damage
ddamage drunk damage; doesn't work (see the note about drunk effects)
edamage effect damage ??? doesn't seem to work
swingsound name of a sound file
hitsound references hitsounds.2da Source-small
activeparts a bitmask that defines which part(s) of the model (if any) make contact
aimovetype information for the combat AI ???
continueanim some of these movements are not supposed to be performed on their own; this column notes which movement to perform afterwards.
refracttime minimum time between uses of this movement ???
timebuffer  ???
spellid references spells.2da Source-small; the term "spell" is thoroughly misguiding and a legacy from earlier Bioware titles; even the slams and clears of non-magical styles perform spells
impactscript script that the victim of the attack runs on contact; this script runs in addition to the onDamage-handler and the script's OBJECT_SELF is the victim of the attack
effectid references effects.2da Source-small; like "spells" this column mostly applies to slams and clears
effectduration the effect's duration
effectparameter details of the effect
impactvisualeffectid visual effect on impact; references visualcrusts.2da Source-small
impactvisualvfxid same as above, but references visualeffects.2da Source-small
movevisualeffectid visual effect of the move; references visualcrusts.2da Source-small
unblockable if this is set to 1 the move will break blocks; normally 0 for all moves but slams
weaponstreak

transtime
blendtype
startframe
grabsuccess
grabfail
grabmonster
thrownanim

 ???
synergyprestate

synergystart
synergyduration
synergyeffect

synergy is the internal name for harmonic combos; styles that can start a harmonic combo have entries in synergystart (reference to synergy.2da Source-small) and synergyduration (always 0); styles that can complete a harmonic combo have an entry in synergyprestate (always 1); the column synergyeffect appears to be unused
playfullspeed

camerabehavior
knockdownavailable

 ??? (appear to be unused)
knockbackeffect references knockbackinfo.2da Source-small

a few notes about the animationsEdit

[***]

The *lv.2dasEdit

The three rows in the *lv.2das represent the three upgrade paths the player is given for a certain style. The "lv" stands for "levelup".

column meaning
choices number of choices in the upgrade path (always 5 - the GUI probably can't handle other numbers - that is untested though)
label description of the upgrade path; references the dialog.tlk
choice_1

choice_2
choice_3
choice_4
choice_5

names, effects, point costs and other info about the upgrades; all of these columns reference styleadvance.2da Source-small

The *mv.2dasEdit


column meaning
label
nameref
descref
desccombo
prereqchoices
premove
move
animnumber
iheacost
ichicost
ifoccost
idrucost
backupmove
chiquantacost

The *cs.2dasEdit


column meaning
label
nameref
descref
desccombo
prereqchoices
premove
move
animnumber
iheacost
ichicost
ifoccost
idrucost
backupmove
chiquantacost

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