150 lines
4.2 KiB
Plaintext
150 lines
4.2 KiB
Plaintext
# D2Mods Knowledge Base: Article 237
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# Title: Missiles.txt File Guide
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# URL: https://d2mods.info/forum/kb/viewarticle?a=237
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Missiles.txt File Guide
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Written by: Phrozen Heart
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Written on: Tue Dec 02, 2003 7:16 pm
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Views: 7589
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Description: by Ric Faith
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Categories: File Guides (1.09x)
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A. Missile - Name of missile
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B. Id - MissileID number
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C-D. Vel/MaxVel - Starting Velocity/Max Velocity of the missile. Are the same unless you intend to you Accel
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E. Accel - Acceleration, rate of change of velocity
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F. Range - Range of missile (for skills, change range in skills.txt)
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G. LevRange - additional range/lvl for missile
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H. Light - light radius effect of missile
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I. Flicker - gives a flickering/magical effect
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J-L. Red/Green/Blue - Colors for changing the color of the light (col H)
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M. InitSteps - no. of frames in Celfile (col P) to execute before missile is in flight
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N. Activate - ?? (Mostly 0)
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O. LoopAnim - for looping the anim celfile, 0=NO, 1=YES
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P. CelFile - name of .dcc file for which the missile anim is in.
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When trying out different gfx for a skill, this is the column that you
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experiment with.
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Q. AnimLen - the length of the anim in CelFile, may be lesser than
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the Celfile itself, it'll just play until the frame specified here. If
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you experiment with Celfile, this usually is the number of frames of
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the Celfile (eg. groundFireBig has an animlen of 37)
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R. AnimSpeed - How many frames to play per second
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S. RandStart - To create a effect of randomness of playing the anim. (eg. for ShockField trap for assassin)
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T. SubLoop - to indicate usage of looping animation
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U. SubStart - which frame to start looping from
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V. SubStop - which frame to restart loop
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W. CollideType - ?? Specifies type of collision (possibly anim reaction?)
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X. CollideKill - Will it be 'killed' if it collides
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Y. CollideFriend - Can it hit an ally
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Z. LastCollide - 0, can continue after colliding. 1, cannot
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AA. Collision - Does it collide at all?
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AB-AC. ClientCol/Send - ?? Something to do with D2Client, no idea.
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AD. NextHit - Can it hit more than 1 target
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AE. NextDelay - How long before it can hit another target (25 ~ 1 sec)
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AF. Size - Area effect of missile
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AG. CanDestroy - 1 hit kill? Dunno
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AH. ToHit - Any bonus/penalty to AR
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AI. AlwaysExplode - will it always explode, use with CollideKill=0
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for some interesting explosions (don't deal damage, but it's an effect)
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AJ. Explosion - to denote missile being an explosion
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AK. CanSlow - Can playing of the gfx be slowed, eg. using Slow Missiles
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AL. ReturnFire - is retaliation allowed (eg, Dung Beetles's charged bolts)
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AM. GetHit - Can it activate GetHit-skills.
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AN. Knockback - % chance to knockback (somehow 1 is more common than big numbers, so I think it's probably a binary)
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AO. Trans - Translucency of missile gfx
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AP. Qty - Qty of missile used (eg. Arrow will deplete 1 arrow)
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AQ. Pierce - Can missile be piercing, continue thru enemy etc.
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AR-AU. ParamX/ParamX Comment - settings for missile see individual missile row for exact details
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AV. SpecialSetup - Requires certain items (only throwing potions have 1)
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AW. Open - ??
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AX. Beta - Used in the beta version
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AY. Skill - to link to the relevant skill in skills.txt
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AZ. HitShift - used for calculation of increment of damages (eg. 1
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pt of dmg in Hitskill 8 -> 1 dmg in game, 1 pt in Hitskill 7 ->
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0.5, Hitskill 6 -> 0.25)
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BA. SrcDamage - Is damage calculated elsewhere, is it dependant on item/missile
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BB-BC. MinDamage/MaxDamage - Min/Max value for phys Damage dealt
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BD-BF. LevDam1-3 - additional dmg/lvl (lvldmg1 for 1-8, lvldmg2 for 9-15, lvldmg3 for >15)
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BG. EType - Elemental type dmg (cold,ltng,fire,mag,pois,etc.)
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BH-BI. EMin/EMax - Min/Max value for elemental Damage dealt
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BJ-BL. ELev1-3 - additional elem dmg/lvl (lvldmg1 for 1-8, lvldmg2 for 9-15, lvldmg3 for >15)
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BM. ELen - length of duration for cold/pois elements
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BN-BP. ELevLen1-3 - additional duration of ELen (lvldmg1 for 1-8, lvldmg2 for 9-15, lvldmg3 for >15)
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BQ. HitClass - ??
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BR. NumDirect - ??
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BS. LocalBlood - ??
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BT. DamageRate - For skills that deal dmg over a period of time,
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this is a factor which the damage is dealt. Factor=DamageRate/1024
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Link to this article: Select all
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[url=https://d2mods.info/forum/kb/viewarticle?a=237]Knowledge Base - Missiles.txt File Guide[/url] |