# 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. Link to this article: Select all [url=https://d2mods.info/forum/kb/viewarticle?a=246]Knowledge Base - Skills.txt File Guide[/url]