# D2Mods Knowledge Base: Article 352 # Title: Missiles.txt File Guide (incomplete) # URL: https://d2mods.info/forum/kb/viewarticle?a=352 Missiles.txt File Guide (incomplete) Written by: Nefarius Written on: Tue Oct 18, 2005 2:59 pm Views: 7683 Description: by Alkalund (with some new input from Nefarius) Categories: File Guides (1.10 - 1.14) missiles.txt (Incomplete) Yellow fields are not used by the game, they're just for reference Missile - Missile Name Id - Missile Id number pCltDoFunc - Client Movement Function to be used by this missile pCltHitFunc - Client Collision Function to be used by this missile pSrvDoFunc - Server Movement Function to be used by this missile pSrvHitFunc - Server Collision Function to be used by this missile pSrvDmgFunc - Server Damage Function to be used by this missile SrvCalc1 - *srv calc 1 desc - description for SrvCalc1 column Param1 - Parameter 1 used by Server Movement Function *param1 desc - description for Param1 Param2 - Parameter 2 used by Server Movement Function *param2 desc - description for Para2 Param3 - Parameter 3 used by Server Movement Function *param3 desc - description for Param3 Param4 - Parameter 4 used by Server Movement Function *param4 desc - description for Param4 Param5 - Parameter 5 used by Server Movement Function *param5 desc - description for Param5 CltCalc1 - *client calc 1 desc - description for CltCalc1 column CltParam1 - Client Parameter 1 *client param1 desc - description for Client Parameter 1 CltParam2 - Client Parameter 2 *client param2 desc - description for Client Parameter 2 CltParam3 - Client Parameter 3 *client param3 desc - description for Client Parameter 3 CltParam4 - Client Parameter 4 *client param4 desc - description for Client Parameter 4 CltParam5 - Client Parameter 5 *client param5 desc - description for Client Parameter 5 SHitCalc1 - *server hit calc 1 desc - description for SHitCalc1 column sHitPar1 - Parameter 1 used by Server Collision Function *server hit param1 desc - description for ShitPar1 column sHitPar2 - Parameter 2 used by Server Collision Function *server hit param2 desc - description for ShitPar2 sHitPar3 - Parameter 3 used by Server Collision Function *server hit param3 desc - description for ShitPar3 CHitCalc1 - *client hit calc1 desc - description for CHitCalc1 column cHitPar1 - Parameter 1 used by Client Collision Function *client hit param1 desc - description for CHitPar1 cHitPar2 - Parameter 2 used by Client Collision Function *client hit param2 desc - description for CHitPar2 cHitPar3 - Parameter 3 used by Client Collision Function *client hit param3 desc - description for CHitPar3 DmgCalc1 - If the Server Damage Function requires a formula, here's where it goes. You can add your formula to misscalc.txt and refer to it here by its code. *damage calc 1 - description for DmgCalc1 column dParam1 - Parameter 1 used by Server Damage Function (if DmgCalc1 is used, this is a parameter for the formula) *damage param1 desc - description for dParam1 dParam2 - Parameter 2 used by Server Damage Function (if DmgCalc1 is used, this is a parameter for the formula) *damage param2 desc - description for dParam2 Vel - Missile velocity MaxVel - Maximum velocity of the missile VelLev - Velocity bonus per level Accel - Acceleration for the missile, the rate on which the velocity changes Range - Missile Range Nefarius: to get the distance the missile will travel you multiply speed*range, speed=number of pixels to travel per frame, range=number of frames to exist LevRange - Range bonus per level Light - Light Radius of Missile Flicker - Creates a Flickering Light Effect Red - Adds red to the missile's light Green - Adds green to the missile's light Blue - Adds blue to the missile's light InitSteps - Number of frames in CelFile (read column CelFile below) to execute before missile is in flight Activate - LoopAnim - Do you want the CelFile animation to play in a Loop? 0 = No, 1 = Yes CelFile - main dcc file used for this missile (filename without its dcc extention) animrate - ??? The speed in which the CelFile animation is displayed on screen. 1024 = normal speed, 512 = double speed, etc AnimLen - The number of frames from the CelFile you want to use for this missile. If CelFile has X frames and you put Y here, it will use only the first Y frames of the animation (make sure Y is less than or equal to X) AnimSpeed - Number of Frames played per second at normal rate, and later modified by animrate??? RandStart - Nefarius: most likely start at a random frame SubLoop - Does this missile uses a CelFile animation SubLoop? Leave empty if not, or put 1 here if yes SubStart - (only use if SubLoop is set to 1) Frame on which the animation subloop starts SubStop - (only use if SubLoop is set to 1) Frame on which the animation subloop stops (animation then loops back to frame indicated by SubStart) CollideType - CollideKill - Will the missile vanish after colliding with something? 1 = Yes CollideFriend - Can the Missile Collide on friendly units and allies (eg. Holy bolt)? 1 = Yes LastCollide - Collision - ClientCol - ClientSend - NextHit - ??? Can this missile hit more than one target? NextDelay - ??? Number of frames until next missile hit (25 frames = 1 second) yoffset - Size - ??? How wide the missile is? SrcTown - CltSrcTown - CanDestroy - ToHit - ??? Does this missile use to hit calculations based on attack rating? 1 = Yes AlwaysExplode - Will the missile always Explode? 1 = Yes Explosion - Is the missile an explosion? 1 = Yes Town - Can this missile be used in town? 1 = Yes (note that if you enable a skill to be cast in town in skills.txt and the skill uses a missile, you have to enable this column as well) NoMultiShot - Holy - Is this missile Holy? (eg. Holy Bolt, Sanctuary Bolt) 1 = Yes CanSlow - Can this missile be slowed? (with Slow missiles for example) 1 = Yes ReturnFire - GetHit - Can this missile activate 'Get Hit' skills? 1 = Yes SoftHit - KnockBack - If the missile can knock enemies back (NOT a boolean, more like percentage it seems) Trans - ??? Is the missile translucent? 1 = Yes Qty - Pierce - Can this missile pierce? 1 = Yes SpecialSetup - MissileSkill - Skill - The skill in skills.txt that uses this missile ResultFlags - HitFlags - HitShift - Scale factor for damage values. 8 = no change, 7 = half damage, 6 = 1/4 damage, and so on (if it works like it did in 1.09) ApplyMastery - ??? Only meteorfire has this one set to 1, all others are empty SrcDamage - Nefarius: percentage of damage, in 128ths Half2HSrc - SrcMissDmg - MinDamage - Minimum base physical damage MinLevDam1 - Additional minimum physical damage added per level, from lvl 2 to lvl 8 MinLevDam2 - Additional minimum physical damage added per level, from lvl 9 to lvl 16 MinLevDam3 - Additional minimum physical damage added per level, from lvl 17 to lvl 22 MinLevDam4 - Additional minimum physical damage added per level, from lvl 23 to lvl 28 MinLevDam5 - Additional minimum physical damage added per level, for levels 29 and above MaxDamage - Maximum base physical damage MaxLevDam1 - Additional maximum physical damage added per level, from lvl 2 to lvl 8 MaxLevDam2 - Additional maximum physical damage added per level, from lvl 9 to lvl 16 MaxLevDam3 - Additional maximum physical damage added per level, from lvl 17 to lvl 22 MaxLevDam4 - Additional maximum physical damage added per level, from lvl 23 to lvl 28 MaxLevDam5 - Additional maximum physical damage added per level, for levels 29 and above DmgSymPerCalc - Synergy related physical damage bonus (I think) EType - Elemental type of damage EMin - Minimum base elemental damage MinELev1 - Additional minimum elemental damage added per level, from lvl 2 to lvl 8 MinELev2 - Additional minimum elemental damage added per level, from lvl 9 to lvl 16 MinELev3 - Additional minimum elemental damage added per level, from lvl 17 to lvl 22 MinELev4 - Additional minimum elemental damage added per level, from lvl 23 to lvl 28 MinELev5 - Additional minimum elemental damage added per level, for levels 29 and above Emax - Maximum base elemental damage MaxELev1 - Additional maximum elemental damage added per level, from lvl 2 to lvl 8 MaxELev2 - Additional maximum elemental damage added per level, from lvl 9 to lvl 16 MaxELev3 - Additional maximum elemental damage added per level, from lvl 17 to lvl 22 MaxELev4 - Additional maximum elemental damage added per level, from lvl 23 to lvl 28 MaxELev5 - Additional maximum elemental damage added per level, for levels 29 and above EDmgSymPerCalc - Synergy related elemental damage bonus (I think) ELen - Base length (duration) of elemental effect ELevLen1 - Additional length of elemental effect per level, from lvl X to lvl Y level range still unknown ELevLen2 - Additional length of elemental effect per level, from lvl X to lvl Y level range still unknown ELevLen3 - Additional length of elemental effect per level, from lvl X to lvl Y level range still unknown HitClass - NumDirections - Number of directions of the missile (1, 4, 8, 16, or 32) LocalBlood - DamageRate - TravelSound - Sound played when missile is moving HitSound - Sound played when missile collides ProgSound - Progressive sound for missile (whatever that means) ProgOverlay - Progressive overlay for missile (the overlay displayed over the unit the missile collided with, I think) ExplosionMissile - Missile fired on explosion (if any) SubMissile1 - Additional missile called by this missile while moving (Server side) SubMissile2 - Additional missile called used by this missile while moving (Server side) SubMissile3 - Additional missile called used by this missile while moving (Server side) HitSubMissile1 - Additional missile called by this missile while colliding (Server side) HitSubMissile2 - Additional missile called by this missile while colliding (Server side) HitSubMissile3 - Additional missile called by this missile while colliding (Server side) HitSubMissile4 - Additional missile called by this missile while colliding (Server side) CltSubMissile1 - Additional missile called used by this missile while moving (Client side) CltSubMissile2 - Additional missile called used by this missile while moving (Client side) CltSubMissile3 - Additional missile called used by this missile while moving (Client side) CltHitSubMissile1 - Additional missile called used by this missile while colliding (Client side) CltHitSubMissile2 - Additional missile called used by this missile while colliding (Client side) CltHitSubMissile3 - Additional missile called used by this missile while colliding (Client side) CltHitSubMissile4 - Additional missile called used by this missile while colliding (Client side) EOL - End Of Line. Link to this article: Select all [url=https://d2mods.info/forum/kb/viewarticle?a=352]Knowledge Base - Missiles.txt File Guide (incomplete)[/url]