# D2Mods Knowledge Base: Article 246
# Title: Skills.txt File Guide
# URL: https://d2mods.info/forum/kb/viewarticle?a=246

Skills.txt File Guide
		Written by: Phrozen Heart

		Written on: Tue Dec 02, 2003 9:35 pm

				Views: 11692

		Description: by Ric Faith

		Categories: File Guides (1.09x)

			        A. Skill - Skill name

        B. Id - SkillID

        C. charclass - char specific skill/spell

        D. ClassReq - only specific ppl/monsters can use skill

        E. Monster - only monsters can use skill

        F. Enhanceable - All skills have this to 1 barring tomes/scrolls/basic

        attacks

        G. AttackRank - ? could be preference

        H-M. Itemclass1-6 - weapons/items associated with skill

        N. anim - char use the anim for the usage of skill/spell

        O. monanim - mon use the anim for the usage of skill/spell

        P. seqnum - ?? thought it may be delay but not

        Q. isaura - is an aura

        R. Durability - ?? impale is included but doesn't seem to indicate

        dur decrease lvls

        S. Shiver - ? thought to be possible mvmt (fend/inferno/strafe)

        but zeal/arctic blast not incl.

        T. UseAttack - Usage of weapon for attack (strangely WW is 0)

        U. LineOfSight - Must be able to see location to cast (4=yes

        0=no)

        V. Targetable - Hit to effect

        W. SearchEnemyXY - Must target enemy to have effect

        X. SearchMonsterNear - Need to select an enemy to have effect

        (raisedead/C.Explosion/Fist.Heavens)

        Y. SelectDead - Skills that target Dead ppl, eg. Raisedead,Findpotion/item

        Z. SearchOpenXY - FireWall/Blizzard/Meteor/Fissure/Volcano (area

        spells?)

        AA. TargetPet - Unsummon/HolyBolt Target summons/conjures

        AB. TargetAlly - HolyBolt Target Allies.

        AC. ItemEffect - ?

        AD. range - char will move to a certain range to use skill (attack

        uses h2h, certain spells/skills use range, long-ranged skills

        use none)

        AE. AttackNoMana - ?? apparently not quite as it says

        AF. reqlevel - lvl required to learn/master the skill/spell

        AG-AJ. reqstr/dex/int/vit - alternative requirements (str/dex/int/vit)

        to master the skill

        AK-AM. reqskill1-3 - Skills which must be learnt before this

        skill can be mastered

        AN-AP. State1-3 - ? (something like STATE_FROZENARMOR kinda thing?)

        AQ. Delay - Casting delay (time in between where skill cannot

        be used again)

        AR. SkillPage - Which page is skill displayed on (lowest page

        is numbered 1, middle 2, top 3)

        AS. SkillRow - Which row is skill displayed on (starting from

        top, rows 1-6)

        AT. SkillColumn - Which column is skill displayed on (starting

        from left, cols 1-3)

        AU. IconCel - (X-1) frames for the icon in data\global\ui\spells\XXskillicon.dc6

        (XX is char-dependant). eg. Sorc Fire Bolt is 0, so the computer

        will look under SOskillicon.dc6 frames 1 and 2 for the icons.

        AV. leftskl - 0 means skill can be set on leftmousebutton, 1

        means it cannot.

        AW. manashift - determines the increment for mana cost. 8 - whole

        integer, 7 - 0.5, 6 - 0.25, 5 - 0.125.. hence if a spell states

        20 manacost with a manashift of 8, it costs 20 mana ingame. If

        the manashift were 6, then it would cost 5 mana to use the skill.

        (However Inferno seems to buck the rule)

        AX. mana - mana cost (affected by manashift)

        AY. lvlmana - additional mana cost per level for the skill (affected

        by manashift)

        AZ. Interrupt - Is skill interruptable?

        BA. InTown - Can skill be used in town?

        BB. Periodic - Auras/Masteries/Passives (less Warmth?) are 1,

        could be to signal continuous usage

        BC. Finishing - finishing move for Assassin

        BD. Passive - Is skill passive?

        BE-BP. Param1-6/Param1-6 Description - Varies from skill to skill,

        read description for description

        BQ-BR. effect/leveleffect - Notes by Blizzard (read Nova for

        a laugh )

        BS. InGame - all char skills are 1, monster skills vary

        BT. Done - Is skill completed (usable)? (but Unsummon/LH Throw/Swing

        have 0??)

        BU. Open - ??

        BV. Beta - ?? Used in Beta-testing?

        BW-BX. What's Left - code/art - Blizzard's remark column

        BY. ToHit - Bonus to AR

        BZ. LevToHit - increase to bonus to AR/lvl

        CA. HitShift - determines the increment of dmg (similar to manashift)

        CB. SrcDam - See below for amendment by Scott Weaver

        CC-CD. MinDam/MaxDam - Min/Max phys dmg dealt

        CE-CG. LevDam1-3 - Increment in damage/slvl

        to slvl 10-15, lvl3 to >15 - aasa>[/i]

        CH. EType - ltng,cold,fire,pois,mag (self-explanatory)

        CI-CJ. EMin/EMax - Min/Max Elem Dmg (some values vary, eg. Charged

        Bolt is

        half stated value in skills.txt)

        CK-CM. ELev1-3 - Increment in Elem Dmg/slvl *Don't know how to

        calculate*

        CN. ELen - Length of element (for cold and poison)

        CO-CQ. ELevLen1-3 - Increment in Elem Len/slvl

        lvl2 to slvl 10-15, lvl3 to >15 - aasa>

        CR. caster state - State caster is in (eg. STATE_FROZENARMOR)

        - *Does anyone

        know where to find out the states?*

        CS. cost mult - If skill is in item, multiply costprice by value

        (?)

        CT. cost add - If skill is in item, add value to costprice(?)

        Other notes:

        Claw Mastery params are interchanged - aasa

SrcDam by Scott Weaver

Unhappy with the fact that my Amazon's Multi Shot only did 3/4 damage I

charged myself with the task of trying to reverse this to emulate earlier

versions of CD2.  Comparing other Amazon bow skills (like freezing arrow,

etc.) to Multi Shot I noticed this one inconsistency.  SrcDam, for all bow

skills that enchant you arrows in one way or another, had a value of 8 while

Multi Shot had a 6.  On a hunch, I changed this value to 8 and compiled my

mod, and Voila!  Multi Shot now does 100% damage as opposed to 75%.

I guess SrcDam would pretty much be explained as 'Modification to the Source

of the Damage' i.e. my bows base damage with attribute/enchant modifiers

applied.

Adjustment to weapon's damage based on SrcDam

SrcDam = 8  the multiplier would 1.00 (100%) (Confirmed)

SrcDam = 6  the multiplier would .75 (75%) (Confirmed)

SrcDam = 4  the multiplier would .50 (50%) (Theoretical)

SrcDam = 2  the multiplier would .25 (25%) (Theoretical)

So, theoretically, SrcDam = 10 would 125% of the normal damage done by your

weapon.

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				[url=https://d2mods.info/forum/kb/viewarticle?a=246]Knowledge Base - Skills.txt File Guide[/url]