I have a problem with increasing the Assassins maximum shots her traps can shoot via an item effect. I have already created the entries in itemstatcost and property.txt, modified the skills.txt and skilldesc.txt files, spawned an item with the new modifier and tried it out. In game, the information for the number of shots is correct, and increases as it should be if I equip an item with the modifier. However, the traps just only shoot the base number of shots set in the skills param field, then destroys themselves. I have modified the skillcalc fields for them too, but it doesnt seem to be working. Is there some other way to make it work, or the traps are just hardcoded to read the param field for the number of shots? Any help is appreciated. Im including the relevant rows from my skills.txt file. The created stat is the trap_addmax_ass.
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skill Id charclass skilldesc srvstfunc srvdofunc prgstack srvprgfunc1 srvprgfunc2 srvprgfunc3 prgcalc1 prgcalc2 prgcalc3 prgdam srvmissile decquant lob srvmissilea srvmissileb srvmissilec srvoverlay aurafilter aurastate auratargetstate auralencalc aurarangecalc aurastat1 aurastatcalc1 aurastat2 aurastatcalc2 aurastat3 aurastatcalc3 aurastat4 aurastatcalc4 aurastat5 aurastatcalc5 aurastat6 aurastatcalc6 auraevent1 auraeventfunc1 auraevent2 auraeventfunc2 auraevent3 auraeventfunc3 auratgtevent auratgteventfunc passivestate passiveitype passivestat1 passivecalc1 passivestat2 passivecalc2 passivestat3 passivecalc3 passivestat4 passivecalc4 passivestat5 passivecalc5 passiveevent passiveeventfunc summon pettype petmax summode sumskill1 sumsk1calc sumskill2 sumsk2calc sumskill3 sumsk3calc sumskill4 sumsk4calc sumskill5 sumsk5calc sumumod sumoverlay stsuccessonly stsound stsoundclass stsounddelay weaponsnd dosound dosound a dosound b tgtoverlay tgtsound prgoverlay prgsound castoverlay cltoverlaya cltoverlayb cltstfunc cltdofunc cltprgfunc1 cltprgfunc2 cltprgfunc3 cltmissile cltmissilea cltmissileb cltmissilec cltmissiled cltcalc1 *cltcalc1 desc cltcalc2 *cltcalc2 desc cltcalc3 *cltcalc3 desc warp immediate enhanceable attackrank noammo range weapsel itypea1 itypea2 itypea3 etypea1 etypea2 itypeb1 itypeb2 itypeb3 etypeb1 etypeb2 anim seqtrans monanim seqnum seqinput durability UseAttackRate LineOfSight TargetableOnly SearchEnemyXY SearchEnemyNear SearchOpenXY SelectProc TargetCorpse TargetPet TargetAlly TargetItem AttackNoMana TgtPlaceCheck ItemEffect ItemCltEffect ItemTgtDo ItemTarget ItemCheckStart ItemCltCheckStart ItemCastSound ItemCastOverlay skpoints reqlevel maxlvl reqstr reqdex reqint reqvit reqskill1 reqskill2 reqskill3 restrict State1 State2 State3 delay leftskill repeat checkfunc nocostinstate usemanaondo startmana minmana manashift mana lvlmana interrupt InTown aura periodic perdelay finishing passive progressive general scroll calc1 *calc1 desc calc2 *calc2 desc calc3 *calc3 desc calc4 *calc4 desc Param1 *Param1 Description Param2 *Param2 Description Param3 *Param3 Description Param4 *Param4 Description Param5 *Param5 Description Param6 *Param6 Description Param7 *Param7 Description Param8 *Param8 Description InGame ToHit LevToHit ToHitCalc ResultFlags HitFlags HitClass Kick HitShift SrcDam MinDam MinLevDam1 MinLevDam2 MinLevDam3 MinLevDam4 MinLevDam5 MaxDam MaxLevDam1 MaxLevDam2 MaxLevDam3 MaxLevDam4 MaxLevDam5 DmgSymPerCalc EType EMin EMinLev1 EMinLev2 EMinLev3 EMinLev4 EMinLev5 EMax EMaxLev1 EMaxLev2 EMaxLev3 EMaxLev4 EMaxLev5 EDmgSymPerCalc ELen ELevLen1 ELevLen2 ELevLen3 ELenSymPerCalc aitype aibonus cost mult cost add
Charged Bolt Sentry 261 ass charged bolt sentry 45 chargeboltsentry assassintrap 5 S1 BoltSentry lvl Fire Trauma skill('Fire Trauma'.blvl) Shock Field skill('Shock Field'.blvl) Lightning Sentry skill('Lightning Sentry'.blvl) Death Sentry skill('Death Sentry'.blvl) assassin_summon 1 0 rng S2 S2 S2 1 4 1 12 20 1 8 13 0 1 (par1 + skill('Lightning Sentry'.blvl)/3)+stat('trap_addmax_ass'.accr) shots fired 10 Shots fired 5 Bolts to send out 0 Bolts to send out per level 6 damage synergy 1 7 ltng 2 0 0 0 0 0 14 6 8 12 14 16 (skill('Fire Trauma'.blvl) + skill('Lightning Sentry'.blvl) + skill('Death Sentry'.blvl)) * par8 3 512 3000
Wake of Fire Sentry 262 ass wake of fire sentry 45 wakeofdestruction assassintrap 5 S1 Wake Of Destruction Sentry lvl Fire Trauma skill('Fire Trauma'.blvl) Inferno Sentry skill('Inferno Sentry'.blvl) 32 assassin_summon 1 0 rng S2 S2 S2 1 4 1 12 20 1 8 13 0 1 10 Shots fired 8 damage synergy 1 8 fire 5 2 3 5 7 9 10 2 3 6 8 10 (skill('Fire Trauma'.blvl) + skill('Inferno Sentry'.blvl)) * par8 3 512 3000
Lightning Sentry 271 ass lightning sentry 45 lightningsentry assassintrap 5 S1 Sentry Lightning lvl Shock Field skill('Shock Field'.blvl) Charged Bolt Sentry skill('Charged Bolt Sentry'.blvl) Death Sentry skill('Death Sentry'.blvl) assassin_summon 1 0 rng S2 S2 S2 1 4 1 24 20 1 8 20 0 1 10 Shots fired 12 damage synergy 1 8 ltng 1 0 0 0 0 0 20 10 16 24 34 44 (skill('Shock Field'.blvl) + skill('Charged Bolt Sentry'.blvl) + skill('Death Sentry'.blvl))*par8 3 768 16000
Inferno Sentry 272 ass inferno sentry 45 infernosentry assassintrap 5 S1 Mon Inferno Sentry lvl Fire Trauma skill('Fire Trauma'.blvl) Wake of Fire Sentry skill('Wake of Fire Sentry'.blvl) Death Sentry skill('Death Sentry'.blvl) 32 assassin_summon 1 0 rng S2 S2 S2 1 4 1 24 20 1 8 20 0 1 10 Shots fired 10 synergy damage bonus 7 damage synergy 1 4 fire 20 17 21 26 32 39 50 19 23 28 34 41 (skill('Fire Trauma'.blvl) + skill('Death Sentry'.blvl)) * par7 + skill('Wake of Fire Sentry'.blvl)*par8 3 768 32000
Death Sentry 276 ass death sentry 45 deathsentry assassintrap 5 S1 Mon Death Sentry lvl Death Sentry Ltng lvl Fire Trauma skill('Fire Trauma'.blvl) Lightning Sentry skill('Lightning Sentry'.blvl) 32 assassin_summon 1 0 rng S2 S2 S2 1 4 1 30 20 1 8 20 0 1 10 Shots fired 12 damage synergy 1 8 ltng 1 0 0 0 0 0 50 8 14 22 28 34 (skill('Lightning Sentry'.blvl))*par8 3 896 64000
BoltSentry 306 17 sentrychargedbolt 23 sentrychargedbolt 1 0 none SC SC xx 1 1 ln12 + skill('Shock Field'.blvl)/3 # bolts (par8 + skill('Lightning Sentry'.blvl)/3)+stat('trap_addmax_ass'.accr) shots fired 5 Bolts to send out 0 Bolts to send out per level 10 Shots Fired 1 8 0
Wake Of Destruction Sentry 281 125 wake of destruction maker 70 wake of destruction maker 1 0 none SQ SQ S2 1 1 1 par8+stat('trap_addmax_ass'.accr) shots fired 6 Number of missiles 2 Number of missiles per level 2 Min Range 10 Shots Fired 1 8 0
Sentry Lightning 313 sentrylightningbolt sentrylightningbolt 1 0 none SQ SQ xx 1 1 1 (par8+skill('Shock Field'.blvl)/3)+stat('trap_addmax_ass'.accr) shots fired 10 minimum damage 20 max damage 4 increase in dam/level (min & max) 10 Shots Fired 1 8 0
Mon Inferno Sentry 311 53 95 inferno sentry 1 52 77 inferno sentry 1 inferno sentry 2 -37 z offset 1 0 none SQ SQ xx 1 1 ln34/2 + skill('Wake of Fire Sentry'.blvl) range par1 + skill('Wake of Fire Sentry'.blvl) length of fire 3 density par8+stat('trap_addmax_ass'.accr) shots fired 15 frame length 40 range times two 10 Shots fired 1 8 0
Mon Death Sentry 312 55 ln34 necromancer_corpseexp_1 death_sentry 50 78 corpseexplosion deathsentryexplode 1 0 none SQ SQ xx 1 1 1 par1 damage % par2 damage % 50 fire % (par8 + skill('Fire Trauma'.blvl)/3)+stat('trap_addmax_ass'.accr) shots fired 40 % of base monster HP min damage 80 % of base monster HP max damage 10 radius (half squares) 1 additional radius/level (half squares) 10 Shots Fired 1 8 fire 0