Description: by Ric Faith
Categories: File Guides (1.09x)
A. Missile - Name of missile
B. Id - MissileID number
C-D. Vel/MaxVel - Starting Velocity/Max Velocity of the missile. Are the same unless you intend to you Accel
E. Accel - Acceleration, rate of change of velocity
F. Range - Range of missile (for skills, change range in skills.txt)
G. LevRange - additional range/lvl for missile
H. Light - light radius effect of missile
I. Flicker - gives a flickering/magical effect
J-L. Red/Green/Blue - Colors for changing the color of the light (col H)
M. InitSteps - no. of frames in Celfile (col P) to execute before missile is in flight
N. Activate - ?? (Mostly 0)
O. LoopAnim - for looping the anim celfile, 0=NO, 1=YES
P. CelFile - name of .dcc file for which the missile anim is in.
When trying out different gfx for a skill, this is the column that you
Q. AnimLen - the length of the anim in CelFile, may be lesser than
the Celfile itself, it'll just play until the frame specified here. If
you experiment with Celfile, this usually is the number of frames of
the Celfile (eg. groundFireBig has an animlen of 37)
R. AnimSpeed - How many frames to play per second
S. RandStart - To create a effect of randomness of playing the anim. (eg. for ShockField trap for assassin)
T. SubLoop - to indicate usage of looping animation
U. SubStart - which frame to start looping from
V. SubStop - which frame to restart loop
W. CollideType - ?? Specifies type of collision (possibly anim reaction?)
X. CollideKill - Will it be 'killed' if it collides
Y. CollideFriend - Can it hit an ally
Z. LastCollide - 0, can continue after colliding. 1, cannot
AA. Collision - Does it collide at all?
AB-AC. ClientCol/Send - ?? Something to do with D2Client, no idea.
AD. NextHit - Can it hit more than 1 target
AE. NextDelay - How long before it can hit another target (25 ~ 1 sec)
AF. Size - Area effect of missile
AG. CanDestroy - 1 hit kill? Dunno
AH. ToHit - Any bonus/penalty to AR
AI. AlwaysExplode - will it always explode, use with CollideKill=0
for some interesting explosions (don't deal damage, but it's an effect)
AJ. Explosion - to denote missile being an explosion
AK. CanSlow - Can playing of the gfx be slowed, eg. using Slow Missiles
AL. ReturnFire - is retaliation allowed (eg, Dung Beetles's charged bolts)
AM. GetHit - Can it activate GetHit-skills.
AN. Knockback - % chance to knockback (somehow 1 is more common than big numbers, so I think it's probably a binary)
AO. Trans - Translucency of missile gfx
AP. Qty - Qty of missile used (eg. Arrow will deplete 1 arrow)
AQ. Pierce - Can missile be piercing, continue thru enemy etc.
AR-AU. ParamX/ParamX Comment - settings for missile see individual missile row for exact details
AV. SpecialSetup - Requires certain items (only throwing potions have 1)
AW. Open - ??
AX. Beta - Used in the beta version
AY. Skill - to link to the relevant skill in skills.txt
AZ. HitShift - used for calculation of increment of damages (eg. 1
pt of dmg in Hitskill 8 -> 1 dmg in game, 1 pt in Hitskill 7 ->
0.5, Hitskill 6 -> 0.25)
BA. SrcDamage - Is damage calculated elsewhere, is it dependant on item/missile
BB-BC. MinDamage/MaxDamage - Min/Max value for phys Damage dealt
BD-BF. LevDam1-3 - additional dmg/lvl (lvldmg1 for 1-8, lvldmg2 for 9-15, lvldmg3 for >15)
BG. EType - Elemental type dmg (cold,ltng,fire,mag,pois,etc.)
BH-BI. EMin/EMax - Min/Max value for elemental Damage dealt
BJ-BL. ELev1-3 - additional elem dmg/lvl (lvldmg1 for 1-8, lvldmg2 for 9-15, lvldmg3 for >15)
BM. ELen - length of duration for cold/pois elements
BN-BP. ELevLen1-3 - additional duration of ELen (lvldmg1 for 1-8, lvldmg2 for 9-15, lvldmg3 for >15)
BQ. HitClass - ??
BR. NumDirect - ??
BS. LocalBlood - ??
BT. DamageRate - For skills that deal dmg over a period of time,
this is a factor which the damage is dealt. Factor=DamageRate/1024
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[url=https://d2mods.info/forum/kb/viewarticle?a=237&sid=7d9395a61f932a5fe4829004c3df8bb2]Knowledge Base - Missiles.txt File Guide[/url]