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