Difficulty.gda
Columns in the difficulty gda file (difficulty.gda)
This page lists and describes the columns in difficulty.gda for modifying or creating difficulty settings.
Column | Description |
---|---|
ID | Number that is used as unique identifier of the difficulty. For example, for the normal difficulty the identifier is 1, and nightmare is 3 |
Label | Name of the difficulty setting. Not actually displayed. The displayed text is in STRREF |
STRREF | TLK ID for name value e.g. for the normal difficulty it is 371127 |
descstrref | TLK ID for description text e.g. for the normal difficulty it is 6215916 |
FRIENDLYFIRE | Multiplier for friendly fire damage. e.g. 0.5 gives 50% friendly fire damage. 2.0 gives 200%. Casual, normal, and hard all have values for this, however in-game those difficulties do not have friendly fire |
healthmod | Enemy health modifier. Higher values give higher enemy health. |
damagemod | Enemy damage modifier. Higher values cause enemies to do more damage. |
attackmod | Enemy attack modifier. Higher values give enemies high attack (chance to hit) values. |
regenerationmod | Enemy stamina regeneration modifier. |
cooldownmod | Enemy colldown modifier. Lower values give shorter cooldowns after ability usage. |
$A3B6334B | |
$DC6C4EAB | |
$B0F98CF2 | Enemy physical force multiplier. Higher values cause enemies to more frequently knockback/knockdown the player and companions. |
ReactiveLimit | |
TrapDmgScale | Modifies the amount of damage caused by traps |
$5B8BE0B6 | |
$06025956 | |
AIAbilityUseMod | Not known for sure. Likely affects the probability of using a skill instead of normal attacks. Only different for nightmare in vanilla DA2 (1 in normal vs. 1.5 for hard. Likely means 50% greater likelihood of using abilities in nightmare) |
$12A66788 | |
$BBD735CA | |
$BBC129F | |
$6CED7BB6 |