Skills.txt File Guide

Skills.txt File Guide

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 1-9, lvl2


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 to slvl 1-9,


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.

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[url=https://d2mods.info/forum/kb/viewarticle?a=246&sid=cfb0244a2ef3b6ec7640082b082d84ce]Knowledge Base - Skills.txt File Guide[/url]