256 lines
6.8 KiB
Plaintext
256 lines
6.8 KiB
Plaintext
# D2Mods Knowledge Base: Article 246
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# Title: Skills.txt File Guide
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# URL: https://d2mods.info/forum/kb/viewarticle?a=246
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Skills.txt File Guide
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Written by: Phrozen Heart
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Written on: Tue Dec 02, 2003 9:35 pm
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Views: 11692
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Description: by Ric Faith
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Categories: File Guides (1.09x)
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A. Skill - Skill name
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B. Id - SkillID
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C. charclass - char specific skill/spell
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D. ClassReq - only specific ppl/monsters can use skill
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E. Monster - only monsters can use skill
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F. Enhanceable - All skills have this to 1 barring tomes/scrolls/basic
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attacks
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G. AttackRank - ? could be preference
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H-M. Itemclass1-6 - weapons/items associated with skill
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N. anim - char use the anim for the usage of skill/spell
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O. monanim - mon use the anim for the usage of skill/spell
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P. seqnum - ?? thought it may be delay but not
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Q. isaura - is an aura
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R. Durability - ?? impale is included but doesn't seem to indicate
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dur decrease lvls
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S. Shiver - ? thought to be possible mvmt (fend/inferno/strafe)
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but zeal/arctic blast not incl.
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T. UseAttack - Usage of weapon for attack (strangely WW is 0)
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U. LineOfSight - Must be able to see location to cast (4=yes
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0=no)
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V. Targetable - Hit to effect
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W. SearchEnemyXY - Must target enemy to have effect
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X. SearchMonsterNear - Need to select an enemy to have effect
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(raisedead/C.Explosion/Fist.Heavens)
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Y. SelectDead - Skills that target Dead ppl, eg. Raisedead,Findpotion/item
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Z. SearchOpenXY - FireWall/Blizzard/Meteor/Fissure/Volcano (area
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spells?)
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AA. TargetPet - Unsummon/HolyBolt Target summons/conjures
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AB. TargetAlly - HolyBolt Target Allies.
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AC. ItemEffect - ?
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AD. range - char will move to a certain range to use skill (attack
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uses h2h, certain spells/skills use range, long-ranged skills
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use none)
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AE. AttackNoMana - ?? apparently not quite as it says
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AF. reqlevel - lvl required to learn/master the skill/spell
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AG-AJ. reqstr/dex/int/vit - alternative requirements (str/dex/int/vit)
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to master the skill
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AK-AM. reqskill1-3 - Skills which must be learnt before this
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skill can be mastered
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AN-AP. State1-3 - ? (something like STATE_FROZENARMOR kinda thing?)
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AQ. Delay - Casting delay (time in between where skill cannot
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be used again)
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AR. SkillPage - Which page is skill displayed on (lowest page
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is numbered 1, middle 2, top 3)
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AS. SkillRow - Which row is skill displayed on (starting from
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top, rows 1-6)
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AT. SkillColumn - Which column is skill displayed on (starting
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from left, cols 1-3)
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AU. IconCel - (X-1) frames for the icon in data\global\ui\spells\XXskillicon.dc6
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(XX is char-dependant). eg. Sorc Fire Bolt is 0, so the computer
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will look under SOskillicon.dc6 frames 1 and 2 for the icons.
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AV. leftskl - 0 means skill can be set on leftmousebutton, 1
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means it cannot.
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AW. manashift - determines the increment for mana cost. 8 - whole
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integer, 7 - 0.5, 6 - 0.25, 5 - 0.125.. hence if a spell states
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20 manacost with a manashift of 8, it costs 20 mana ingame. If
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the manashift were 6, then it would cost 5 mana to use the skill.
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(However Inferno seems to buck the rule)
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AX. mana - mana cost (affected by manashift)
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AY. lvlmana - additional mana cost per level for the skill (affected
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by manashift)
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AZ. Interrupt - Is skill interruptable?
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BA. InTown - Can skill be used in town?
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BB. Periodic - Auras/Masteries/Passives (less Warmth?) are 1,
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could be to signal continuous usage
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BC. Finishing - finishing move for Assassin
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BD. Passive - Is skill passive?
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BE-BP. Param1-6/Param1-6 Description - Varies from skill to skill,
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read description for description
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BQ-BR. effect/leveleffect - Notes by Blizzard (read Nova for
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a laugh )
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BS. InGame - all char skills are 1, monster skills vary
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BT. Done - Is skill completed (usable)? (but Unsummon/LH Throw/Swing
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have 0??)
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BU. Open - ??
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BV. Beta - ?? Used in Beta-testing?
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BW-BX. What's Left - code/art - Blizzard's remark column
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BY. ToHit - Bonus to AR
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BZ. LevToHit - increase to bonus to AR/lvl
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CA. HitShift - determines the increment of dmg (similar to manashift)
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CB. SrcDam - See below for amendment by Scott Weaver
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CC-CD. MinDam/MaxDam - Min/Max phys dmg dealt
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CE-CG. LevDam1-3 - Increment in damage/slvl
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to slvl 10-15, lvl3 to >15 - aasa>[/i]
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CH. EType - ltng,cold,fire,pois,mag (self-explanatory)
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CI-CJ. EMin/EMax - Min/Max Elem Dmg (some values vary, eg. Charged
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Bolt is
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half stated value in skills.txt)
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CK-CM. ELev1-3 - Increment in Elem Dmg/slvl *Don't know how to
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calculate*
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CN. ELen - Length of element (for cold and poison)
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CO-CQ. ELevLen1-3 - Increment in Elem Len/slvl
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lvl2 to slvl 10-15, lvl3 to >15 - aasa>
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CR. caster state - State caster is in (eg. STATE_FROZENARMOR)
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- *Does anyone
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know where to find out the states?*
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CS. cost mult - If skill is in item, multiply costprice by value
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(?)
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CT. cost add - If skill is in item, add value to costprice(?)
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Other notes:
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Claw Mastery params are interchanged - aasa
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SrcDam by Scott Weaver
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Unhappy with the fact that my Amazon's Multi Shot only did 3/4 damage I
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charged myself with the task of trying to reverse this to emulate earlier
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versions of CD2. Comparing other Amazon bow skills (like freezing arrow,
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etc.) to Multi Shot I noticed this one inconsistency. SrcDam, for all bow
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skills that enchant you arrows in one way or another, had a value of 8 while
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Multi Shot had a 6. On a hunch, I changed this value to 8 and compiled my
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mod, and Voila! Multi Shot now does 100% damage as opposed to 75%.
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I guess SrcDam would pretty much be explained as 'Modification to the Source
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of the Damage' i.e. my bows base damage with attribute/enchant modifiers
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applied.
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Adjustment to weapon's damage based on SrcDam
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SrcDam = 8 the multiplier would 1.00 (100%) (Confirmed)
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SrcDam = 6 the multiplier would .75 (75%) (Confirmed)
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SrcDam = 4 the multiplier would .50 (50%) (Theoretical)
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SrcDam = 2 the multiplier would .25 (25%) (Theoretical)
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So, theoretically, SrcDam = 10 would 125% of the normal damage done by your
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weapon.
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Link to this article: Select all
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[url=https://d2mods.info/forum/kb/viewarticle?a=246]Knowledge Base - Skills.txt File Guide[/url] |